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/vr/ - Retro Games


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4814363 No.4814363 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4806129

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/1523/93/1523936193601.png
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

Doom RPG series
https://doomrpg.weebly.com/

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4814367

=== NEWS ===

[06-02] Colorful Hell test build release, notably overhauling ammo and pickup drops
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=645#p1056959

[06-02] BloodGDX to get multiplayer
https://www.youtube.com/watch?v=BlfBetb4QCI

[05-29] Anon-modified version of Steve's Flashlight for custom light offset
https://my.mixtape.moe/pkuika.pk3

[05-25] Champions 2.2 released, more performance friendly on large maps
https://forum.zdoom.org/viewtopic.php?f=43&t=60456

[05-22] 20th Anniversary of Unreal

[05-22] ZScript tutorial: handling user input by creating a speed booster button
https://www.bitchute.com/video/h7CpDhKwp1bX/

[05-19] Demon Counter Strike 0.05c
http://static.allfearthesentinel.net/wads/demoncounterstrike-v0.05c.pk3

[05-18] More QCDE stuff
https://www.youtube.com/watch?v=ndYu4jTqbf8

[05-18] Champions v2.0
https://forum.zdoom.org/viewtopic.php?f=43&t=60456&p=1052735#p1052735

[05-14] ZScript tutorial: create a monster duplication addon
https://www.bitchute.com/video/zuz0EZxygDuU/

[05-13] Datanon's extension of his first ZScript tutorial, an advanced example of turning DECORATE into more ZS style code
https://desuarchive.org/vr/thread/4765556/#4769745

[05-13] Colorful Hell update to 0.931; a new optional hard tier and filling up more
https://forum.zdoom.org/viewtopic.php?f=43&t=47980&start=615#p1053912

[05-11] Datanon's ZScript Tutorials
https://www.bitchute.com/profile/ObFVcYVZSoSQ/

[05-11] AMC TC Episode 3 Trailer
https://youtu.be/zjEbwtg2luo

[05-10] TTS sound effects, available through a download
https://www.youtube.com/watch?v=tC4F9tQWKOU

[05-08] Deep learning AI generating Doom maps
https://www.technologyreview.com/s/611072/ai-generates-new-doom-levels-for-humans-to-play/

[05-04] Champions, a compatibility-friendly monster variant mod, now 1.2
https://forum.zdoom.org/viewtopic.php?f=43&t=60456

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.

>> No.4814376
File: 1.70 MB, 2560x1440, 323232323.jpg [View same] [iqdb] [saucenao] [google]
4814376

Doom is meant to be played with this mod: https://www.moddb.com/games/doom/addons/doom-lowpoly-mod-v2

If you're not playing with this mod you're not playing Doom, but pixels.

>> No.4814378

/^323232323\.jpg$/

>> No.4814380
File: 33 KB, 480x375, 55c.jpg [View same] [iqdb] [saucenao] [google]
4814380

How long until EDay gets released? Anyone knows?

>> No.4814397
File: 331 KB, 3440x1440, 32323232323.jpg [View same] [iqdb] [saucenao] [google]
4814397

How great these PBR materials look on a custom E1M1. We need PBR materials for all textures and remastered maps with better lighting.

>> No.4814398

>>4814380
Soon.

>> No.4814403
File: 26 KB, 107x89, iron lich.gif [View same] [iqdb] [saucenao] [google]
4814403

>>4814363
Godly OP.

>>4813365
Are the files named track00x? If they are, remove the extra zero so it it track0x.

>> No.4814405
File: 225 KB, 500x738, 1449122146513.png [View same] [iqdb] [saucenao] [google]
4814405

Hey /Doom/, what's your opinion on E4M2?

>> No.4814407

Might want to add this as a link for SC55 music. Sadly, no Hexen or Heretic music yet. http://sc55.duke4.net/games.php#

>> No.4814425

>>4814405
I always thought it was cool that it was a speedmap. Apparently John Romero started it at midnight one night and finished it at 6am.

>> No.4814428

What's your favorite DTWID map?

>> No.4814432

>>4814425
I didn't know that, that's neat

>> No.4814436

>>4814380
he's right, you know

>> No.4814459

Playing Ultimate Doom for the first time right now, what's the best keyboard configuration. Not using a mouse while playing.

>> No.4814460
File: 43 KB, 650x485, 27540029_430875287340000_6360104831983220806_n.jpg [View same] [iqdb] [saucenao] [google]
4814460

>>4814405
That weird combination between frustration and fun, that's E4M2.

>> No.4814471
File: 470 KB, 3839x2160, watdo.png [View same] [iqdb] [saucenao] [google]
4814471

>>4814363
Trying to run Death Wish for Blood on GDX. Loads up fine and can play the levels, however, at the end of the first level there are supposed to be cultists with Tesla Guns that you kill to defeat the giant gargoyle. They're not spawning in. Pic related is my file config. What am I doing wrong?

>> No.4814473

>>4814405
I wish you could start it with a super shotgun. Killing all those cacos at the start with the regular shotgun can get fairly tedious.

>> No.4814483

>>4814473
You can get a rocket launcher in the previous level though, or you could just rush past them all and get the BFG through the wall

>> No.4814492

>>4814376
>>4814397
The nudoom classic remade maps look better than this shite

>> No.4814498

>>4814492
Please don't respond to him. (You) withdraws are pretty funny to watch, and thread-long arguments and bitching are not.

>> No.4814534

Is there a weapon mod that ports dark forces or even jedi knight weapons to doom? I'd love to see a rail charge in sprite form.

>> No.4814537

>>4814363
i need a
> dsparil
> but also dsparil

>> No.4814554

>play all of quake 1 sitting
>play it again but find all the secrets
is there a better feeling?

>> No.4814556

>>4814554
doing it on nightmare

>> No.4814560
File: 57 KB, 960x540, share the warmth.jpg [View same] [iqdb] [saucenao] [google]
4814560

>>4814379
The UAC doesnt care about range. They assessed most combat would be taking place at close quarters or down hallways, and if they had ordered custom stuff based on info about the hell dimension they would've known demons like to get up close. Thats why I suggested the pistol and chaingun probably fire 10mm magnum.
> They could have gotten away with using slow armor piercing flechettes, yknow Nailguns.

For an AGL the belt feed does not have to dictate that its fully automatic. Rotary GLs are semi-automatic and having a belt feed means you could be running around with a magazine of 30+ at a time, popped off one or two per second.
By the time the UAC had come around id expect we'd have upgraded explosives and the necessity of keeping the 40mm type we use right now would be just for vehicles only (hellhound rounds plus explosives with 5-10x the yield).

Figured this is why the doomguy can carry 50 rockets in his standard backpack. Because they're nowhere near the size they look like, probably 25mm rockets which can still explode for crazy damage because this is like OCP-grade military hardware. The decision to use rockets over conventional grenades is a range issue, in case they ever had a problem with range, since rockets have a flat trajectory.

>> No.4814574
File: 6 KB, 188x201, cRtOp.png [View same] [iqdb] [saucenao] [google]
4814574

>that OP
Reminder that the Heresiarch was the true second Serpent Rider and Korax a glorified and overpowered Serpent, the end of Hexen was the result of a rushed and improvised design decision.

>> No.4814610

>>4814574
>Korax is just a mount
Reminder that Eidolon doesn't look like Heresiarch, too.
>in b4 red skin and muscles
>Whoa, so much in common!

>> No.4814634

>>4814610
You seem to be confused about cause and effect
It is obvious that the prior entry modified "lore" was taken into account, and not the one that shouldve been originally.

>> No.4814682

>>4814574
Makes sense. I always wondered how a guy like Korax would be able to ride a serpent.

>> No.4814737

>>4814682
A bigger serpent.

>> No.4814740

>>4814737

The Hexen 2 manual confirms this. Korax's serpent is gigantic.

>> No.4814775
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]
4814775

Screenshot Saturday, post pics or vids of the maps and mods you've made this week.

>> No.4814784

Any good city themed maps for doom?

>> No.4814789

>>4814574
I remember reading a very old doomworld post where it was linked to a interview with one of the devs of Raven Software where he talked about this, how the Heresiarch was the original Korax but later it was scrapped to a mid boss due the fact that in the end it was too similar from the first game and how they were worried of being too repetitive, so they created the current Korax to bring something unique to the table.

>> No.4814790

>>4814784
Hellbound and Hell Core is the first one which comes in my mind for now.

>> No.4814792

The Ultimate Doom? More like the Epic-est Fail!

>> No.4814803

>>4814789
Not the post that I was looking for, but here's a confirmation, it was asked to Ken Hoekstra, one of the devs of Raven Software, he confirmed that the Heresiarch was the original Korax before the final version of Hexen

https://www.doomworld.com/vb/doom-general/24666-heresiarch-scrapped-2nd-serpent-rider/2/%7COk,

>> No.4814816

>>4813989
all the skyboxes didn't work out sadly, very visible seams.

>> No.4814817
File: 526 KB, 1280x960, Screenshot_Doom_20180601_213901.png [View same] [iqdb] [saucenao] [google]
4814817

>>4814775

>> No.4814865

>>4814784
Doom 2 Reloaded

>> No.4814880
File: 182 KB, 981x627, wip2.png [View same] [iqdb] [saucenao] [google]
4814880

>>4814775

>> No.4814886

>>4814880
Squarebox: The Boxination

>> No.4814901

>>4814405
A cruel bitch of a level with a hard start.

>> No.4814934

>>4814405
It's nice.

>> No.4814970

>>4814817
What's this wad?

>> No.4815013
File: 16 KB, 596x322, SDUweapons Screenshot Saturday.png [View same] [iqdb] [saucenao] [google]
4815013

>>4814775
A little weapons mod, something im calling
Weapons For Smooth Doom

Its mostly about quick firing weapons or guns that act more like the ones in quake (quake guns fire quickly). Dunno who made these but ive made quite enough tweaks and personal touches.

Definitely a gameplay altering mod but I dont think the balance would be tipped any, with the exception of slightly lower ammunition capacity.
The way im handling higher fire rates regarding stunlock is randomly shooting some shots that use a puff that wont inflict pain.

For the record id also like to plug the Projectile Upgrade I made for smooth doom recently:
https://forum.zdoom.org/viewtopic.php?f=43&t=45550&start=1470#p1055309

>>4814737
>>4814740
> A bigger serpent

We have the name for the next doom general thread. It can use this image:
>>4814574

>> No.4815014

>we can now use Half-Life and Unreal Tournament weapons almost perfectly accurate in Doom
what a year

>> No.4815028
File: 38 KB, 945x835, 1527038661471.jpg [View same] [iqdb] [saucenao] [google]
4815028

>>4814363
>Finally, finished really long and amazing custom map after soooo many tries
>Next map is Underhalls

It makes me giggle everytime

>> No.4815036

Any of you people have maps that are like dreams? I don't know how describe it. The maps are like houses or places that look like dreams.

>> No.4815068

>>4814970
something i'm working on

>> No.4815087
File: 77 KB, 1366x768, Screenshot_Doom_20180602_193339.png [View same] [iqdb] [saucenao] [google]
4815087

>> No.4815107

>>4815028
dun dun
tik tik tik
dun dun
tik tik tik ting

>> No.4815118

>>4815028

Same, I'm easily amused and it makes me laugh a bit.

>> No.4815121

>>4815028
> roll up to the second level with 60 rockets + launcher, 520 cells + plasma and bfg, 180 health + armor, and a killcount of 400+ including every single enemy type several times over

>> No.4815123

>>4815013
More specifically:

Bullets max capacity 300, they cause 1d5 x 3 damage (just like zombies). About 1/3 of shots dont cause pain.
-- Pistol fires every 9-10 tics
-- Chaingun fires every 3 tics
-- Chaingun altfire every 2 tics with a spinup and up to 50 shots before a cooldown.
The backpack will boost max bullets to 500.

If you're close to the enemy all the shots with the Pistol inflict painchance and they get +3 damage per hit (because of point blank accuracy and because its a defensive weapon). Chaingun altfire is the chaingun's special ability so it doesnt do anything fancy up close.

Shotgun shells max capacity 96. Damage is 6 pellets x 2-14 points per pellet. So about 50 points per blast. Shotgun fires every 20 tics. Only five pellets from each blast cause painchance.

The SSG is an auto shotgun that looks like the D64 pump action. It replaces the shotgun on pickup, and fires every 10 tics recoiling straight backwards like the Q1 shotgun. Only 4 pellets from each blast cause painchance.

Rockets max capacity will be 64 and they cause about 150 damage each, RL fires twice per second and has an altfire that launches ballistic arc rockets (no bounce though).

Cells max capacity will be 32 but each cell is like a cartridge loaded into the weapon that provides internal charge. Thus no cells wasted.

>> No.4815140
File: 958 KB, 1920x1080, Screenshot_Doom_20180602_165911.png [View same] [iqdb] [saucenao] [google]
4815140

>> No.4815147

>>4815036
Oniria? Shrooms?

>> No.4815164
File: 103 KB, 300x240, 300px-Doom_64_EX_cover.png [View same] [iqdb] [saucenao] [google]
4815164

>>4814363
Is mouse look recommended in Doom 64 EX? Or is it too far from the original experience?

>> No.4815167

How does one play Wolfenstein? Please spoonfeed. No mods or anything like that? Or DOOM mods that simulate Wolfenstein?

>> No.4815190

>>4815036
I think the term youre looking for is "surreal". Tried IMPOSS.wad yet?

>> No.4815196

>>4815167
Use ECWolf to play it.

>> No.4815238

>>4815140
what mods are you running here?

>> No.4815267
File: 251 KB, 1280x1024, hangar but it's not by romero and its on enceladus.png [View same] [iqdb] [saucenao] [google]
4815267

>>4814970
>>4815068
>>4814775

>> No.4815273

>>4815267
and there's a nasty surprise

>> No.4815278

>>4815140
>This blood is delicious! slurp slurp

>> No.4815282
File: 9 KB, 193x149, Doom_RPG_logo.jpg [View same] [iqdb] [saucenao] [google]
4815282

>>4814363
Is it physically possible to play the Doom RPGs on a PC? Like has someone converted them over or done a fan-remake, or whatever?

>> No.4815312
File: 2.86 MB, 1280x720, 2018-06-02 20-18-36.webm [View same] [iqdb] [saucenao] [google]
4815312

Quake tbvqh.

>> No.4815315
File: 544 KB, 1600x900, Screenshot_Doom_20180602_201402.png [View same] [iqdb] [saucenao] [google]
4815315

>>4814775
>>4814367

Over memorial day weekend I made a silly proof-of-concept thing about golfing. A couple friends liked it and made some suggestions about how to improve things. So I did.
Works in Zandronum, ZDoom, and GZDoom.
There's only like four maps so it's good for only about an hour of playtime, but it was a fun diversion over the weekend.

https://www.dropbox.com/s/ydq21epk61z1226/hellshots_golf-alpha03.pk3?dl=1

>> No.4815338

>>4815315
i love you

>> No.4815350

>>4815196
Is ecwolf the only option? Nothing more dynamic?

>> No.4815356

>>4815350
ECWolf is the only worthwhile source port I know of. You could also just play the game through DOSBox.

>> No.4815369

>>4814367
Doom Tournament WIP released
https://forum.zdoom.org/viewtopic.php?f=43&t=60759

>> No.4815372

Well, at least that one mod pack russian boy is shilling helped me confirm that a recent model fix I opened a PR for doesn't break even with cheap quality model packs.

>> No.4815382

>>4815369
I re-tagged it as Pre-Release now that it's completed.

>> No.4815385
File: 2 KB, 96x116, 4.png [View same] [iqdb] [saucenao] [google]
4815385

>>4815382
damn I meant to say "feature complete" there

>> No.4815434
File: 28 KB, 636x671, 1527069679918.png [View same] [iqdb] [saucenao] [google]
4815434

>Douk sticks a pipebomb up the vagina of the alien final boss killing her and ending the specific alien species

>> No.4815467

Noob here, aside from doomseeker, what are some good ways to find servers?

>> No.4815479

>>4815434
hwat an mes

>> No.4815484

https://twitter.com/tonygig/status/1003037616927854592

>> No.4815550
File: 314 KB, 1280x720, Screenshot_Doom_20180602_210413.png [View same] [iqdb] [saucenao] [google]
4815550

>>4814775
owned lol

>> No.4815553

>>4815484
Gosh diddly darnit who spilled grape juice everywhere

>> No.4815574

>>4815315
You should take this shit and run with it, a full episode of Doom style golf courses, each level taking some inspiration from the episodes/cours of the original iwads.

>> No.4815576

>>4815550
Uh oh

>> No.4815581

>>4815315
Needs the HUD face in one of the corners, where it reacts to what you do, like the OUCH face when you land in a sand pit, and then the pain face every time a stroke fails to get you out of said pit.

Probably also the grinning weapon pickup face when you get it in the hole.

>> No.4815586

>>4815550
i imagine a shrunken cyberdemon's rockets to explode on duke's knees with minimal damage and fireworks in red white & blue

>> No.4815590

>>4815484
i pray every night that the movie doesnt suck

>> No.4815592

Just saw Ready Player One.

Did any of you talk about the fact that the FPS planet in the Oasis was called planet DOOM?

>> No.4815595

>>4815592
no
go away

>> No.4815602

>>4815592
Didn't read it, didn't see it, don't care.

>> No.4815604

>>4815595
>>4815602
Well, damn okay. didnt know you guys didnt like the movie.

>> No.4815607

>>4815484
That looks pretty gosh dang neat

>> No.4815637

>>4815595
who shat in your cornflakes

>> No.4815685

>>4815282
Emulation is possible.

>> No.4815714

>>4815592
>FPS planet
what

>> No.4815768

>>4815581
Also needs one of those golf caps.

>> No.4815785
File: 198 KB, 550x535, concernedfrog.png [View same] [iqdb] [saucenao] [google]
4815785

>Serpent: Resurrection
i hate the feeling of seeing something somebody clearly put a ton of effort into but still turned out to be absolutely terrible

>> No.4815794

Can anyone advise me on a good mod that's not too over the top, yet fun to play?

>> No.4815796

>>4815794
How much vanilla do you liike in your mods?

>> No.4815803
File: 204 KB, 1366x768, retard.jpg [View same] [iqdb] [saucenao] [google]
4815803

It took me 8 months to realize that the editable vertices appear when you triangulate the sector

>> No.4815813

>>4815803
what do you mean triangulate sector

>> No.4815821
File: 179 KB, 1366x768, retard.jpg [View same] [iqdb] [saucenao] [google]
4815821

beautiful...

>> No.4815825
File: 33 KB, 500x500, taylor the inventor.jpg [View same] [iqdb] [saucenao] [google]
4815825

How The Fuck Is A Cyberdemon Like Nigga Just Strafe Slightly To The Left Lmao

>> No.4815830
File: 189 KB, 1366x768, retard.jpg [View same] [iqdb] [saucenao] [google]
4815830

>>4815813

I was about to do this with Plane Aligns

>> No.4815840

>>4815821
I wouldn't mind having that in a level.

>> No.4815847

>>4815825
That's why I make his rockets super fast and super powerful, so he's harder to dodge, and even if he doesn't hit straight on, a near hit hurts BAD, and it really sends you flying; that single second you're trying to move and turn in response to that, trying to reorient and get your footing, you BETTER have kept moving or gotten behind cover, because that second rocket is already on its way and it'll kill you.

>> No.4815853

>>4815847
this sounds like it breaks maps

>> No.4815860

>>4815825
id watch a doom lp by tyler

>> No.4815880

>>4815853
Some maps will become harder for it, yeah.

>> No.4815926
File: 1.69 MB, 1360x768, Screenshot_Doom_20180603_021141.png [View same] [iqdb] [saucenao] [google]
4815926

>>4814775
It's Sunday for me already but nah.

I managed to make a Boss Health Bar that works via SBARINFO, works like a charm with interpolation effects on it.

>> No.4816016

DOOM IS COOL

>> No.4816039
File: 56 KB, 600x528, Dc6XGUBXUAAmtDA.jpg [View same] [iqdb] [saucenao] [google]
4816039

>>4815315

>> No.4816045

>>4815574
Knee Deep in the Rough when

>> No.4816052

>>4815315
MOCKAWARD'S NOT DEAD

>> No.4816057

>>4816052
>>4814363
>>4815315
now all we need is a fully functional mario party doom wad for multiplayer

>> No.4816063

>>4816052
Hell I don't see it as a mockaward, this is genuinely great.

>> No.4816068

>>4815315
This is incredible.

>> No.4816092

>>4815338
>>4816068

Th-thanks.

>>4815574
>>4816045

Making some maps out of the existing Doom maps should be pretty fun.
Doing a Go2It-style mashup of UDoom maps could provide a lot of entertaining possibilities, I'd imagine E3M1, E3M6 , E2M8, E1M3, and E1M1 could be mashed together handily.

>>4815581

That's...actually a really good idea.
I don't think A_SetMugshotState is supported, but the ACS command should be. There's a lot that could be done with SetMugShotState and a couple custom sprites.
I like that a lot, thank you!
I think it's Zandronum-compatible, too.

>> No.4816125

Does Unreal Gold work fine on Win10?

>> No.4816128

>>4816125
GoG version should work ok.

>> No.4816137

>>4816125

download the community patch

>> No.4816138

I could probably get an answer on Google in 5 minutes but I'll ask anyway.

Are there any Duke 3D user edits of the original levels but with added detail? A sort of fan "remaster" if you will? I mean keeping the level design intact but just adding more visual elements and shit like the Devs wanted but couldn't due to limitations at the time?

Also are there any good remakes of levels from other FPS games like maybe Goldeneye or perfect dark or shit like that?

>> No.4816148

So, I'm new to Doom.
I've recently played ZDOOM 2.8.1. Is this version faithful to the original Doom? Is being able to aim up or down ever relevant or required to progress?
Doom has a vast modding scene and I want to enjoy it but I feel I cant enjoy until I play all of the original games as close to vanilla as I can.

>> No.4816154

>>4816148
>Is this version faithful to the original Doom?
not very, zdoom's prowess lies in its modding strength rather than accuracy

>Is being able to aim up or down ever relevant or required to progress?
no

if you want accuracy, then chocolate doom is a nearly 1:1 accurate recreation of how the original doom was done

>> No.4816178

>>4815164
If you mean aiming up and down maybe

>> No.4816181

An Underwater Doom with Sea Demons would be pretty cool.

>> No.4816210

>>4815796
Meh I don't mind if a lot is changed. Just something that's good and not ridiculous.

>> No.4816249

>>4815785
>Serpent: Resurrection
It had some fucking abhorrently bad shit like every jumping puzzle, with it's modified jumping physics, but a lot of good things too.
If you want the true "High effort RPG-style total conversion, unplayable trainwreck" -experience try Inquisitor 3. Horrible encounter design, horrible enemies with unavoidable attacks used without warning, horrible performance drops.

>> No.4816271

Will they cast Drew Carey for the Doom movie?

>> No.4816272
File: 244 KB, 405x659, Drew_Carey-Marines.jpg [View same] [iqdb] [saucenao] [google]
4816272

>>4816271
forgot pic

>> No.4816273

>>4815140
Looks like someone imported UT99 weapon models into Doom. Care to share?

>> No.4816280

>>4815592
>If i Throw In Enough References it Would Make me Popular: The Book: The Movie
and
>Some Day My Extensive Knowledge of Pop Culture Will Bring Me Success: The Premise

Both the book and the movie are very stupid cringeworthy basement dweller wish fulfillment fanfiction

>> No.4816283

>>4815785
Check out PRODOOMER.
It is clear that there was a ton of effort put into it, but its author sat in the echochamber that sang him praises for effort he put, not for results he got. So it's got years of effort put into polishing a turd.

>> No.4816324

>>4815685
How? I can't find anything online about this.

>> No.4816325

>>4816324
We have a Doom RPG link in the OP, but i think i heard you need Java

>> No.4816326
File: 16 KB, 290x364, Blood2_cover.jpg [View same] [iqdb] [saucenao] [google]
4816326

>>4814363
I've heard that this is REALLY buggy. How true is that? And how does the expansion compare to the base game?

>> No.4816329

>>4816324
Just download KEmulator

>> No.4816352

>>4816326
Honestly, with all the tips and patches, official and un, I could never get the game to run long before crashing.

>> No.4816369

>>4816326
I played GOG version and had no problems on Win 7.

>> No.4816380

>>4816326
Blood 1 is one of my favorites
But I've never been able to play Blood 2 to completion
The first time I installed it I had the worst experience, I must have missed some essential items like the shotgun because the game was tough as nails and required savescumming.
After all the crashes and issues I just dropped it at the sky level.
Whenever I try to come back to give it a second chance even with the fixes and patches it just crashes.
I've tried it on multiple OS's and it always crashes.

Probably one of my least favorite games in existence because for as much as I want to I just can't finish it because it's either too boring or too buggy.

>> No.4816387

>>4816380
Doesn't Blood 2 run on the JUSTtech engine like AvP2, that has a main strength of not being able to properly function on any machine ever.

>> No.4816392

>>4816326
If any game ever needed a remaster...

>> No.4816413
File: 197 KB, 1280x720, FxN0P5k.png [View same] [iqdb] [saucenao] [google]
4816413

it has been a year since the last version of metadoom came out and kinsie is interested in getting back at it
https://forum.zdoom.org/viewtopic.php?f=43&t=53010&start=1305

>> No.4816449

>>4816392
It'd be Dark Forces 2

>> No.4816454

>>4816449
No
TimeSplitters 2 PC would be it

>> No.4816484
File: 500 KB, 1920x1080, Dolphin 2015-10-02 17-39-26-73.png [View same] [iqdb] [saucenao] [google]
4816484

>>4816454
>Homefront sequel nobody wanted has a TS2 demo easter egg
>It works natively on modern hardware
>But for some reason Crytek UK has no intention of actually porting Timesplitters to anything and just leaves shit to a fan project in development hell

I'm still mad.

>> No.4816498

>>4816484
We just can't have nice things.

>> No.4816509

>>4816392
it's doom

>> No.4816519

Which map in any of the DUMP mapsets had the holy water pistol?

>> No.4816536

Any wads with shorter maps than Coffee Break, Zone 300, and Crumpets?

>> No.4816537

>>4816326
https://youtu.be/sweAQl3VEkI

>> No.4816547

>>4816536
congestion 64

>> No.4816553

>>4816326
I don't recall it having many bugs playing the GOG version on Win 7 some years ago. The only issue I have with the game is how stupid the difficulties are. Easy is super easy, Normal is inferno super mega hard, and well, Hard is purely impossible to play.

It has a very unique atmosphere, though, and level design is good.

>> No.4816561

>>4815794
The current FOTM is High Noon Drifter.

>> No.4816591

>>4816519
Its random, isn't it?

>> No.4816595

>>4816561
what is fotm

>> No.4816598

>>4816181
Ocean 2020?
But seriously, I don't quite see it. It's just Doom but with ability to "fly" at will, and underwater currents instead of wind.

>> No.4816604

>>4816595
Flavor of the month.
You don't play dotalikes often, do you? It's a very popular concept there.

>> No.4816607

>>4816604
The only online games I play are Doom, Guilty Gear and Warframe.

>> No.4816632

>>4816607
[Spoiler]Now that the rework machine is running at full speed, Warframe has fotms, too.Like how Chroma was the top Eidolon hunting boi, and how Saryn was top onslaught girl.[/spoiler]

>> No.4816680

>>4815880
Problem is, most mappers try to compensate for the cyberdemon's weaknesses in various ways, usually making even a vanilla fight tough as nails. Suddenly making the missiles superfast would completely break maps that expect you to fight them in very heavy close quarters.

A similar problem happens when people try to make Barons a lot deadlier.

>> No.4816693

>>4815581
And if a hole in one is achieved, have it show the God Mode face

>> No.4816702

>>4815581
>Out of bounz. Wan stwoke penohty.
>ERRUGH- ERRUGH HEHUH

>> No.4816707

Anyone have a download for latest version of DarkXL?
The XLEngine site went the way of the dodo and no downloads are available.

>> No.4816708

>>4816148
Use either Crispy Doom or Chocolate Doom. Those are the most vanilla sourceports.
Also, just find a way to get the iwads for free, the original developers dont get your money anyway.

>> No.4816716

>>4816680
I hate when weapon mods try to balance unique enemies too. It makes most maps broken and unbalanced. I like mods like High Noon Drifter and Space Pirate, for example, because all they change is the combat for the player, not the enemy attacks.

>> No.4816717

Can anyone namedrop me some good map packs?

>> No.4816747
File: 364 KB, 1366x768, Doomok01.jpg [View same] [iqdb] [saucenao] [google]
4816747

>> No.4816748
File: 363 KB, 1366x768, Doomok02.jpg [View same] [iqdb] [saucenao] [google]
4816748

>> No.4816762

>>4816717
Okuplok

>> No.4816778

>>4816716
True. And when the mod makes things too easy, just play on a harder mapset.

>> No.4816801

>>4816680
I know, but that makes it more exciting and intense.
Also it's not like you don't have some really means at your own disposal.

As long as you keep running/strafing, he won't hit you, but you gotta pay mind to your surroundings, so you don't catch on something, or the explosion isn't too close to you.

>> No.4816820
File: 8 KB, 80x160, 1501564960959.gif [View same] [iqdb] [saucenao] [google]
4816820

Hey dudes,

I have some limited experience making maps in vanilla doom2 format. How different is working in UDMF? Are doors/teles/lifts/etc. generally the same? Is it easier to work with? I know for instance that you can offset flats, unlike in vanilla.

I see a ton more options and you can do a lot of fancy things, are there good video tutorials I should watch or would just reading about it on a wiki be enough to figure it out?

>> No.4816821
File: 4 KB, 313x114, opera_2018-06-03_21-14-10.png [View same] [iqdb] [saucenao] [google]
4816821

>>4816632
That's not a very spoilery spoiler

>> No.4816830

>>4816747
>>4816748
>doomguy: demon hunter
I like this idea but it looks very rough

>> No.4816832
File: 51 KB, 200x200, 15259561670720.png [View same] [iqdb] [saucenao] [google]
4816832

>>4816762

>> No.4816842

>>4816747
>>4816748
if this is a serious project, can you not use vertical walls and make some smooth hills instead?
I mean, is that supposed to be Mars?

>> No.4816856

>>4816830
>>4816842

I'm just making shit in my memebook, can't do anything serious with it

I need to study how to use the turok models but yeah, I imagined doomguy walking on the surface of mars, so, no jungle here... that makes me think, are trees capable of growing on doom mars?

anyway, I imagined doomguy going through mars surface, some techbases here and there, still studying how to transform Treetop Village, maybe a hell level and finishing in a demon castle or something

>> No.4816878

>>4816716
>>4816778
Personally, I love that stuff, it makes up for more powerful weapons.

>> No.4816943
File: 823 KB, 2122x1249, 2847114.jpg [View same] [iqdb] [saucenao] [google]
4816943

>>4814363

>> No.4816961

>>4816943
cool
what are you working on?

>> No.4816968

>>4816961
unfortunately this project is in a box, it's a raspberry pi attached to a microamp that powers the original speaker for the novelty radio that has been shifted to be behind the composite display.

My skills of plastic cutting are insufficient, my soldering is decent enough to finish that at least. These radios are like $20, so if I cut up the plastic to house the Raspberry in the "tower" area underneath, and it looks like shit, then I have to get another one for another $20.

>> No.4817008 [DELETED] 

>>4816747
>>4816748

>> No.4817015
File: 104 KB, 1500x600, 1514007429478.jpg [View same] [iqdb] [saucenao] [google]
4817015

>>4816747
>>4816748
I recommend toning down a bit that red

>> No.4817075

>>4816747
>sector trees
Please no
They looks so shitty and cheesy every time, even if you use slopes and shit

>> No.4817095

>>4817015
>realistic mars
please dont

>> No.4817097

>>4817075
I think they look comfy af

>> No.4817101

>>4817075
They're charming.

>> No.4817112
File: 3.44 MB, 1920x1080, 1525592668521.png [View same] [iqdb] [saucenao] [google]
4817112

>>4817075
I think that that particular tree can be perfectly modeled with sectors, I mean, look at that, it gets lost into infinity

>> No.4817116

>>4817075
sector trees are good when it's like ghoul's forest or phocas island where they're these giant towering things that make up the level geometry. sector trees for decoration, yeeahh kind of weird

>> No.4817117

>>4817095
it doesn't need to be red 255 0 0 with brightmaps on, anon

>> No.4817120

>>4817075

I'm looking at how to use the Turok models, which leads me to ask again, are there trees on Doom Mars?

>> No.4817164
File: 1.17 MB, 1920x1080, 1523943195961.png [View same] [iqdb] [saucenao] [google]
4817164

>>4816747
>>4816748

>> No.4817169
File: 1.73 MB, 1920x1080, 1513677916462.png [View same] [iqdb] [saucenao] [google]
4817169

>> No.4817204

>>4817164
>>4817169
Now this is comfy as fuck to look at.

>> No.4817228

>MicroSoft acquiring GitHub
How will this affect Doom mods there?

>> No.4817245

>>4817075
i will fight you.

>> No.4817262

>>4817228
They all have to be Doom95 compatible or they'll be removed.

>> No.4817269
File: 36 KB, 350x490, 3nH2U.jpg [View same] [iqdb] [saucenao] [google]
4817269

does anyone know where I can get Doom Touch for free?

>> No.4817282
File: 68 KB, 710x474, coyote peterson finds a juvenile shoggoth.jpg [View same] [iqdb] [saucenao] [google]
4817282

How do you all feel about Psychophobia?

>> No.4817295

>>4817282
it's the epitome of the worst of zdoom modding, it's what happens when you give a ton of freedom & resources to very misguided people

>> No.4817301

>>4817282
reminds me of all of ermin's/zygo's mods: lots of graphical fanciness without any solid direction and backed by shitty gameplay

>> No.4817309

>>4817295
>>4817301
I honestly asked because I found I had the soundtrack downloaded from somewhere, and it was kind of nice, so I was wondering if it was some cool episode I forgot about.

>> No.4817314

>>4816454
>TimeSplitters 2 PC

Does this even exist?

>> No.4817316
File: 26 KB, 215x256, 71AVJKJ93NL__AC_SX215_.jpg [View same] [iqdb] [saucenao] [google]
4817316

>>4816352
>>4816369
>>4816380
>>4816392
>>4816537
>>4816553
Thoughts on The Nightmare Levels expansion pack?

>> No.4817452

a lot of people hear HUH when ranger jumps, but I could never unhear FUCK

it still haunts me to this day

>> No.4817453
File: 28 KB, 317x310, 1526659392541.jpg [View same] [iqdb] [saucenao] [google]
4817453

>>4817452
oh god, screw you.
screw you.

>> No.4817454

>>4817452
My brother swears he hears a woman saying HUH instead of a dude.

>> No.4817456

>>4817452
I'm trying and I can't hear FUCK at all. More of a HOOH than a HUH, really.

>> No.4817458
File: 117 KB, 1080x625, 1526689027430.jpg [View same] [iqdb] [saucenao] [google]
4817458

>>4817452
oh my god fuck you

>> No.4817463

>>4817458
HUH yourself!

>> No.4817491

>>4816820
All the basic stuff is the same with more options. The more options are more complicated but unecessary. You have less hard limitations, so I'd say overall it's easier.

>> No.4817517

>>4817316
Was cool to see a classic Blood level in 3d,

>> No.4817524

>>4816747
>>4816748
>>4817164
>>4817169
>tfw T-Style: DITM stopped updating

>> No.4817551
File: 128 KB, 1280x1024, its another anon fails to finish a single map episode.png [View same] [iqdb] [saucenao] [google]
4817551

so much for these techbase

>> No.4817571

>>4817524

god damn it, that's exactly what I want to do

there is nothing new under the sun

>> No.4817631

Any wads that have levels more in the style of Blood or Duke with more real world type locations?

>> No.4817635

>>4817631
City Of The Damned: Apocalypse

>> No.4817653

What happened to that dark souls/bloodborne mod some anon posted about on here?

>> No.4817680
File: 2.21 MB, 1920x1080, Screenshot_Doom_20180603_201726.png [View same] [iqdb] [saucenao] [google]
4817680

>> No.4817687
File: 492 KB, 1688x1125, filters (2).jpg [View same] [iqdb] [saucenao] [google]
4817687

>>4817680

>> No.4817692

>Play first Turbocharged arcade
>neat hilarious concept levels
>Play second turbocharged arcade
>It's a buncha shitty minigames.

>> No.4817694
File: 1.96 MB, 1920x1080, Screenshot_Doom_20180603_202110.png [View same] [iqdb] [saucenao] [google]
4817694

>> No.4817716

>>4817692
>second turbocharged arcade
The one with the secret Kate NPC in it, too... R.I.P. :(

>> No.4817753
File: 311 KB, 1920x1080, 29f53bada35aa9c181b1f57572d2c7b94e00ccd98b9e30e4ddc6aa72c2226da3.jpg [View same] [iqdb] [saucenao] [google]
4817753

>>4817680
>>4817694
is this even playable?

>> No.4817757
File: 1.20 MB, 1920x1080, Screenshot_Doom_20180603_201710.png [View same] [iqdb] [saucenao] [google]
4817757

>>4817753
yes

>> No.4817760

>>4817757
>>4817694
>Astigmatic doom

>> No.4817868

>>4814363
I want to make a temporary zantrodom coop server. Is the port forwarding that hard to do? I have the zan wiki instructions I just haven’t tried yet

>> No.4817876

>>4817868
Just use the sentinel's playground and you don't have to worry about all that shit.
https://allfearthesentinel.net

>> No.4817881

>>4817876
Thanks for the tip. Does it require some sort of account to be made?

>> No.4817884

>>4817881
Yeah. It takes like 2 minutes to make an account.

>> No.4817902
File: 491 KB, 1280x960, Screenshot_Doom_20180604_024315.png [View same] [iqdb] [saucenao] [google]
4817902

another abandoned mapset. we'll try this again another time.

>> No.4817905

>>4817316
Too short, otherwise was fun.

>> No.4817906
File: 387 KB, 1280x960, Screenshot_Doom_20180604_024340.png [View same] [iqdb] [saucenao] [google]
4817906

>> No.4817910
File: 449 KB, 1280x960, Screenshot_Doom_20180604_024354.png [View same] [iqdb] [saucenao] [google]
4817910

>>4817906

>> No.4817917
File: 236 KB, 1000x912, Shub-Niggurath.png [View same] [iqdb] [saucenao] [google]
4817917

>>4816537
This is pretty cool.

>> No.4817918

>>4817631
Monster Hunter ltd

>> No.4817929

>>4814363
gimmie some feedback

https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/bc

>> No.4817946 [DELETED] 

With the EU about to implement Article 13 to fuck up the internet, how will this affect european Doom fans?

>> No.4817948

>>4817946
it won't

not retro

go to /pol/

>> No.4817953

What are some Quake usermaps in the style of the original campaign? I've played some and so far some are good, but none of them have really felt like OG Quake.

>> No.4817956

Anyone got any recommended "bite size" Quake maps? I wanna play something before I go to bed and don't want to begin trudging through a monstrous mapset or one of those 3-hour single levels.

>> No.4817959
File: 1.26 MB, 245x135, bateman calm face.gif [View same] [iqdb] [saucenao] [google]
4817959

>Hexen 2
>Thysis
Jesus Christ. I was enjoying the game up until this point but this hub had some seriously bullshit puzzles. For example, you get told that this wheel of ages (basically some kind of astronomical dial) needs to be turned "2 steps away from Gemini". Could be 2 steps forward, could be 2 steps backward. The thing is, it needs to be turned to the proper place in two different time periods. Okay, so that creates some backtracking required if you don't happen to guess if it should be forwards or backwards the first time. But the thing is, it's not that simple. The wheel as it is in ONE TIME PERIOD must be 2 steps back, while the wheel as it is in OTHER TIME PERIOD has to be 2 steps forward. The amount of time (mainly spent wandering back and forth through empty levels) was fucking infuriating.

>> No.4818034
File: 93 KB, 1366x768, Screenshot_Square_20180604_025450.png [View same] [iqdb] [saucenao] [google]
4818034

Anyone have a hint on what this alphabet is? Looks like a square alphabet used by Lewis Carroll, which would be a great pun, but there's characters in this that aren't in that.
Also, don't just give me the answer. Just tell me what it's using, or if there's a code in the level that tells me the cipher

>> No.4818038

>>4818034
Wait, maybe I am supposed to just crack it from hints. This will be interesting.

>> No.4818061

Is it me or does a song from Heretic have a piece of melody similar to that one Gorillaz song where theyre getting chased down by Bruce Willis?

>> No.4818062
File: 1.06 MB, 996x1080, 36b.png [View same] [iqdb] [saucenao] [google]
4818062

>>4817956
Play some speedmap packs.

https://www.quaddicted.com/reviews/?filtered=speedmap

There's a fuckton of them, but i recommend the latest "sm" packs (+ Castle Kaahoo).

>> No.4818063

>>4814376
Where does that fucking sun shine from? There is no light source for that ridiculous blinding glare.

>> No.4818064

>>4814397
>>4814376
It looks like shit. For starters, because it's red, blue and BROWN. Ask any person who's familiar with color theory, those are NOT colors that match together.

It looks like fucking vomit. You'd need to completely rework entire level - for example, this room would need to be JUST red, and remove the blue wall, make it black or grey instead.

Original Doom uses grey walls because grey is a neutral hue, so it's just red and blue, which look great together (see: Spider-Man or American flag). But once you add ability for light to tint the walls, you end up with an unpredictable mess (here- grey becomes brown).

You DO realize that modern games have an entire person on the team, or even several, whose ONLY job is making sure the lighting looks right in every context? They're called Environment Lighting Artists.

You're insane if you think you can just SKIP a job that normally requires a person with a graphic design/3d modeling degree to sit for weeks for each level, each wall, and each angle.

And yes, if someone asks - lack of a person keeping track of lighting is why all these shitty indie Unity games look like fucking crap. You can buy good models and good textures off the Asset Store, but your lighting will still look amateurish.

And good lighting is especially important for darker and moody games, like horror games, or, oh wait... FUCKING DOOM.

>> No.4818067

>>4814380
I love mods that I can't play with some random mapsets for no other reason because the mod is so broken.

>> No.4818071

>>4814405
Unironically my favorite map among any vanilla map. I love how it uses the platforming mechanics in creative ways, but doesn't actually make said platforming unforgiving. Generally, it has extremely creative setups, and it's probably the most "three-dimensional" map in Vanilla Doom 1/2.

The fact that it's probably one of the hardest vanilla maps, if not THE hardest is kinda ironic, I guess, but I like it despite that.

>> No.4818072

>>4818067
R-Retard!

>> No.4818073

>>4818071
>The fact that it's probably one of the hardest vanilla maps, if not THE hardest
And all that without boners and ayys!

>> No.4818083
File: 514 KB, 1024x600, Screenshot_Doom_20180604_123024.png [View same] [iqdb] [saucenao] [google]
4818083

>>4814534
Look up Wardusted. It can even change enemies to Dark Forces enemies and even comes with a Star-Wars themed texture pack.

>> No.4818086

>>4815036
Try Lithium and Strange Aeons.

>> No.4818087

>>4814380
I like it when people treat BD as an underdog that gets so much shit and not one of the most overrated/hyped mods ever, that is like a list of half of what's wrong with modding and is often pushed as an official Doom game and had people lying about Romero's stance on it

>> No.4818113

>>4815036
along this same comment, any vaporwave wads out there?

>> No.4818116

>>4817120
The answer to your question is no, trees only appear on Earth in Doom 2, and in hell in Doom 1.

Actually, first Doom doesn't take place on Mars, first Doom takes place on Mars' moons, Deimos and Phobos. They are too small to hold an atmosphere, and Doom novels mention that the moon bases are under a clear plastic dome and located near a gravitational singularity (which gives these areas Earth-like gravity).

Mars itself only makes an appearance in Doom 3 and Doom 2016, and neither have trees on them (in Doom 3 it's actually part of a larger joke where they accidentally shipped chainsaws to a planet with no trees).

>> No.4818120

>>4814376
>Devs should hire this guy!

>> No.4818125

>>4815036
Beyond Reality gives me that feeling. Like playing a whole slew of Doom clones right before bed, and then having a dream that's a weird mixture of all of them where things aren't quite as they should be.

>> No.4818131 [DELETED] 

>>4818067
>I love being salty at mods that are more impressive and fun than my CoD weapon replacement mod
also, BD was made for EDay and vanilla Doom, so I don't quite get your """"""argument""""""

>> No.4818142

>>4818131
That's a lie. For starters, why does Mark have playthroughs of wads other than vanilla and ED on his youtube channel? And why does he include special features for fanmade mapsets, like adding vehicles to Epic? You're full of shit.

And even if this was true, what is the fucking point of a gameplay mod that only lets you play vanilla maps and a SINGLE megawad? That's asinine. That would turn Brutal Doom into a small curiosity at best, something that you can play three times and then discard.

And finally, noone fucking uses it like that. Most people who like Brutal Doom use it often for different mapsets.

Also what do you mean about "CoD weapon replacement mod"? Are you talking about how BD adds assault rifles and ADS?

>> No.4818160
File: 264 KB, 1400x569, d0a copy.png [View same] [iqdb] [saucenao] [google]
4818160

>>4818142

>> No.4818206

>>4817524
>T-Style: DITM

do you have that .pk3?

>> No.4818212

>>4814376
>>4818120
I wouldn't hire him.

>> No.4818221
File: 74 KB, 640x480, Screenshot_Doom_20160429_045151.png [View same] [iqdb] [saucenao] [google]
4818221

>>4817095
>Implying I haven't already

a long time ago
https://forum.zdoom.org/viewtopic.php?f=19&t=51873

>> No.4818223

>>4817953
the maps packed with quoth. Incredible re-imaginings of the first 3 maps of E1

>> No.4818226 [DELETED] 
File: 68 KB, 500x436, 307957_1.jpg [View same] [iqdb] [saucenao] [google]
4818226

>>4814363
Thoughts on Doom 3 and Quake 4?

>> No.4818229 [DELETED] 

>>4818226
Rancid trash and trash respectively.

>> No.4818230 [DELETED] 

>>4818226
BFG version + source ports, and dunno, respectively.

>> No.4818249

>>4815036
That anons rest stop mapset

>> No.4818303
File: 759 KB, 800x600, T-StyleTITLEPIC.png [View same] [iqdb] [saucenao] [google]
4818303

>>4818206
My version has a couple performance fixes (no infinite length key glitter/blood), but otherwise should be the same as the last release.

http://www.mediafire.com/file/6413s9t41k3k1qt/T-Style%203_6_07.pk3

Big fog warning though, the mod makes heavy use of it to be like Turok, but (G)ZDoom's fog distance is nonadjustable and just envelopes everything.

>> No.4818307

>>4818303

>but (G)ZDoom's fog distance is nonadjustable and just envelopes everything

yeah, I realized that last night

>> No.4818347

>>4818307
The fog in gzdoom makes it look like an N64 game.

>> No.4818361

>>4818303
>>4818307
>>4818347
https://www.moddb.com/mods/brutal-doom/addons/fog-effects

>> No.4818362
File: 30 KB, 637x477, Armorines_Project_Swarm_Gameplay1-3.jpg [View same] [iqdb] [saucenao] [google]
4818362

>>4818347
No, it doesn't. N64 games actually have minimum and maximum fog draw distances, GZDoom's fog just starts at the player's feet.

>> No.4818371

>>4816413
Nice.

>> No.4818375

https://www.youtube.com/watch?v=X7aGKtQ-wlw
That twist really got me.

>> No.4818381

>>4818361
is there a kryptonite fog option

>> No.4818390

>>4818375
garbage

>> No.4818395

>>4818303
>>4818307
wasnt it an option at some point that was removed, same as adjustable dynamic light settings??

>> No.4818404

>>4816717
Lunatic, Ultimate Doom 2, Hellcore 2.0

>> No.4818414

>>4818375

this was in the related vids:

https://www.youtube.com/watch?v=Bp2sj1mtc-Q

>> No.4818436

https://www.youtube.com/watch?v=Y4rW1a9kxN4
Finally a release date for Golden Souls 2!

>> No.4818443
File: 124 KB, 800x600, 1503797985515.png [View same] [iqdb] [saucenao] [google]
4818443

>>4818436
Golden souls 1 was terrific, I'm excited

Though I still need to finish adventures of square episode 2

>> No.4818448
File: 246 KB, 602x782, f99.png [View same] [iqdb] [saucenao] [google]
4818448

>> No.4818449

>>4818303
Honestly, it's much better with fog. Without fog, it's easy to realize that you're actually in generic barren Doom mountains with five trees plastered on it.
With fog, it really feels like a dense jungle.

However, fog makes hitscanners really dangerous, so if you want to hear suggestions for possible changes, I recommend adding some kind of short maximum range to hitscanner enemies, since currently you can occasionally be shot be enemies hidden in the fog, which is unfair.

If you do that, you can slightly boost their damage to compensate and preserve difficulty if you want.

>> No.4818465
File: 1.12 MB, 1920x1080, Screen Shot 2018-06-04 at 11.47.11 AM.png [View same] [iqdb] [saucenao] [google]
4818465

My favorite thing to do is to drag the brutal doom file and the Goldeneye mod files together and play Brutal Goldeneye. The two mods play really nicely together and it really ratchets up the brutality when you are spraying blood and guts over clean russian hallways instead of equally gloomy marine bases.

I kind of want to develop it into a standalone mod called "Brutal Bond" that has other levels like the world is not enough and tommorow never dies missions.

>> No.4818470
File: 1.44 MB, 1920x1080, Screen Shot 2018-06-04 at 11.46.58 AM.png [View same] [iqdb] [saucenao] [google]
4818470

>>4818465
This is how

>> No.4818472
File: 864 KB, 1920x1080, Screen Shot 2018-06-04 at 11.46.05 AM.png [View same] [iqdb] [saucenao] [google]
4818472

>>4818470
Goldeneye

>> No.4818474

Does anyone else find the task of adding sector lighting extremely comfy?

>> No.4818476
File: 999 KB, 1920x1080, Screen Shot 2018-06-04 at 11.46.50 AM.png [View same] [iqdb] [saucenao] [google]
4818476

>>4818472
was meant to be played

>> No.4818485

>>4818472
>>4818476
>>4818470
If you're trying to make a joke, the texture blurriness WAS a thing in the original. Goldeneye used extremely low-res textures that were filtered to hell and back, as all N64 games.

>> No.4818486

>>4818465
>>4818465
Honestly, I wish the Goldeneye mod either used 3D models or used properly made custom sprites. If there is one thing I dislike a lot it's low-poly models turned into sprites.

At least touch them up to look better or something, damn.

>> No.4818591

>>4817694
>>4817680
>>4817687
Its just troll posting.

But I think it should be a realistic feature for when you get low in health, like your vision is fading because of blood loss (a pulsing dark blue overlay would also go well with that, since thats what you see when you've got alot of blood loss). Kinda like when you get concussed in Fallout 3/NV.

I say under 34% health it should kick in. And under 10% health you shouldnt be able to run.

>>4817902
wtf is wrong with that sky

>>4817959
Silent Hill 2 on "Hard Puzzles" mode

>> No.4818680

Is there a mod that makes Hexen's campaign good? Or redoes it entirely to make it into a good campaign?

>> No.4818694

>>4818680

listen here u little shit

>> No.4818695
File: 52 KB, 576x768, The Father, The Son, The Holy Spirit.jpg [View same] [iqdb] [saucenao] [google]
4818695

What works you done in the name your Lord and Savior today, /doom/?

>> No.4818698 [DELETED] 
File: 27 KB, 625x626, 936.jpg [View same] [iqdb] [saucenao] [google]
4818698

>>4818160

>> No.4818705
File: 76 KB, 640x400, Screenshot_Hexen_20180528_155136.png [View same] [iqdb] [saucenao] [google]
4818705

>>4818680
BLOCKS YOUR PATH

>> No.4818707

>>4818698
You don't know how that meme works do you?

>> No.4818718

I feel like trying Project MSX some day
Is there a version that works on the latest GZDoom or at least Zandronum?

>> No.4818719

>>4818707
I'm more saddened by the fact that people still consider it a meme worth posting.

>> No.4818726

>>4818694
>>4818705
The hub system is terrible. Maybe it's just me. Maybe at the time there were a hell of a lot of dudes writing in to Raven saying "Heretic was AWESOME but what would really kick it OFF THE CHAIN (it was the 90s) is if you had to revisit each level three times to unlock one extra room with 3 imps in and a switch you will not see.". But that's what most of the game is. They don't even tell you what the switches have unlocked. You just have to blunder about. The levels are shit too. Nobody wants to go to a cave once, never mind three times. It's not even a cool cave with like, lava and skeletons and a hidden demon temple. It's just a regular cave. The monsters all wear northface clothes and want to talk to you about stalactites and quartz.

>> No.4818728

>>4818221
looks like shit desu
needs mars plants and fauna
which is why realistic mars is shit.

>> No.4818730 [DELETED] 

I know there's been questions before about different genders in the communities, but what about races? Are there any notable poc in the community?

>> No.4818739 [DELETED] 
File: 102 KB, 1024x515, tmp_16560-1524997400542m979414375.jpg [View same] [iqdb] [saucenao] [google]
4818739

>>4818448
heh nice

>> No.4818741

>>4818730
lots

romero is hispanic/native, marty is hispanic, term is black, mark is hue, there's a big asian following in the community (they made a community project you might have heard of), etc

and, hallefuckinglujah, nobody gives a shit about parading their race or heritage or whatever around

>> No.4818742

>>4818741
Kegan is a pygmy.

>> No.4818743

>>4818741
>(they made a community project you might have heard of)
What? I don't remember hearing of an Asian Mapset or whatever before.

>> No.4818746

>>4818743
JPCP, anon.

>> No.4818748

>>4818746
Okay but how do we know they were all asian?

>> No.4818749
File: 980 KB, 335x348, DISTRAUGHT CACODEMON.gif [View same] [iqdb] [saucenao] [google]
4818749

>>4818436
nice

>> No.4818750

>>4818748
Anon, I...

>> No.4818751

>>4818746
>japan is in asia
oh, c'mon now

>> No.4818752

>>4818748
>how do we know japanese people are asian
it's a fucking mystery

>> No.4818760

>>4818748
get some sleep, anon, you're not thinking right

>> No.4818762

>>4818750
>>4818752
Ok sorry, I phrased that wrong. But what I mean is that someone not asian could live in japan and also contribute to the project.

>> No.4818763

I think I kind of got what Perfect Hatred is. I think.

I'll try to explain. It seems to be a very nasty and tough to crack trick, that's also very hard (at least, for me, now) to put into words.

Basically, I think that one of the defining features of Romero's mapping schticks is that he frames, let's say, himself-imitating-others as himself-imitating-himself, self-referencing (like, expressing his Style). So, let's suppose some map had a schtick Romero liked. What, I think, happened next? Next thing, I think, Romero IMMEDIATELY created a map that had a similar schtick, similar, but still obviously visibly different, so that not to be confused with the original map, and the purpose of that map was 1) to establish that Romero came up with a SIMILAR schtick SEEMINGLY independently - and, 2) to overshadow the original map by being, basically more loud and bombastic. Probably better realized and almost certainly better-looking too. Having established his own totally-not-a-slightly-modified-version-of-the-schtick-in-question, Romero then proceeded to exploiting it hell and back, presenting himself as (co-)inventor of that schtick, not as a person that simply copied it in a slightly modified form, all the while having that doppleganger as a cover-up, so that to have a convenient answer for the inconvenient questions tossed in his general direction.

Perfect Hatred is such a doppleganger for Hell Beneath, and its point, I think, is dropping McGee completely out of the equation for the future similarly styled Romero's maps.

Moreover, Perfect Hatred is a special level precisely because, if what I say is true, then Perfect Hatred is where this manipulation is the most glaringly obvious, almost to the point of being self-referential (especially considering that E4M6 has very clear """"PH"""" overtones to it already), "I know I am doing this: The Level".

>> No.4818769

>>4818741
you really just HAD to take it seriously, didn't you?

>> No.4818770

>>4818762
possible, but i don't think it's likely enough to really second-guess

>> No.4818771

>>4818769
i'm sorry, are we distressing you?

>> No.4818772

>>4818769
I was curious, fuck off hall monitor.

>> No.4818773 [DELETED] 

>>4818772
>I posted it again!

Fuck off. Seriously.

>> No.4818776

>>4818769
yes, i did

i'm not going to ignore or derail a perfectly valid question just because it makes you uncomfortable

>> No.4818779

>>4818773
No, you fuck off. We were having a fine conversation before you thrust your dick in.

>> No.4818782

>>4818776
>perfectly valid

Mods seem to think otherwise. And for good reason, too.

>> No.4818785

>>4818062
that's one titty weapon

>> No.4818786

>>4818718
Guys?

>> No.4818787

>>4818782
yes, because i'm sure you spammed that report button due to how it made you shake in your boots

you are the reason /vr/ has gone to shit

it was a normal question and we were having a normal conversation, and you had to shit on everybody and ruin the fun.
fuck.
you.

>> No.4818789

>>4818718
MSfixD

>> No.4818791

>>4818718
Someone was tidying up the mod but I don't know what happened to it. I guess you're SOL at the moment.

>> No.4818793

>>4818782
>And for good reason, too.
Explain what this reason was, because it was a normal-ass conversation before you went crying to the mods about it.
And use reasons other than "I didn't like it".

>> No.4818795

>>4818789
>>4818791
Does anyone else have it saved or a, link?

>> No.4818796

>>4818787
>you are the reason /vr/ has gone to shit

I'm not one of the people who vouched for faggots like Nambona or Sa'rais, so you're fucking wrong there.

>>4818793
Attempted /pol/shit derail.

>> No.4818797

>>4818796
>Attempted /pol/shit derail.
Good thing that didn't fucking happen, huh? I asked because I was curious, the only derailing happened from you.

>> No.4818801

>>4818797
>my question about race in a video games community, on fucking 4CHAN, was totes a legitimate concern guys!

Fucking brainless retard.

>> No.4818802

>>4818796
no, you're one of the people who think everything needs to be policed in order to prevent another nambona or s'arais

>> No.4818803

>>4818801
>concern
See also: Shit I never said.

>> No.4818815

Backseat janny is a retard, play some Doom.

https://www.doomworld.com/idgames/?random

You know the drill, roll until you get a singleplayer level.
Load it up, play a bit, take a screenshot, post your thoughts.

>> No.4818841
File: 1.13 MB, 1600x900, Screenshot_Doom_20180604_164154.png [View same] [iqdb] [saucenao] [google]
4818841

>>4818815

https://www.doomworld.com/idgames/levels/doom/d-f/drug_me
Opens up at the bottom of a pyramid, scale up and branches out across different areas across cliffs.
Bears the usual troubles of a '94 map, but it feels...grander in scope. Okay-ish. Worth a look/10.

>> No.4818846
File: 496 KB, 1920x1080, 1497966679371.jpg [View same] [iqdb] [saucenao] [google]
4818846

oh baby

>> No.4818850

>>4818846
OH BABY A TRIPLE

>> No.4818854

>>4818846
are those wall ferns climbable?

>> No.4818857

>>4818801
it's funny how you praise the janitors for taking actions on a flamepost yet you instigate a lot more discontent than it being there at all.

you calling other people retards because they aren't getting their panties in a twist over a single comment like you are for instance is the icing on the proverbial cake.

>> No.4818858 [DELETED] 

Hay guise what's going on in he-
oh lawd.

>> No.4818867 [DELETED] 

>>4818858
The usual /doom/ shitflinging.

>> No.4818874
File: 254 KB, 1024x768, hands5.png [View same] [iqdb] [saucenao] [google]
4818874

working on a hand model for that MSX/F.E.A.R inspired thing I'm working on. Got a new character rig that'll be a lot easier to work with. I'll probably do melee and throw animations first with this because that'll be satisfying.

On a related note, what if a grenade throw if used at melee range jammed a grenade into the target and pushed them away a bit?

>> No.4818875

>>4818874
>On a related note, what if a grenade throw if used at melee range jammed a grenade into the target and pushed them away a bit?
Demonsteele did something like this and it was fucking awesome.

>> No.4818879

I'm new to Doom modding, and I'm trying to make a mod where you play as a female character.

I get graphics (sprite and mugshot), however, I'm not sure what sounds I need to replace. Is DSOOF (the OOF action key noise) and DSPLPAIN (player pain noise) only voiced samples in Doom?

Or am I missing any?

>> No.4818881

>>4818879
Death scream.

>> No.4818887

>>4818763
Okay, I seriously don't get why people keep saying Perfect Hatred is similar to Hell Beneath. I've seen that opinion several times now. In what respect they're similar?
That they both heavily rely on small walkways covered in enemies? I guess technically, but they're also plenty different. For starters, Perfect Hatred has the center setpiece of the center of the map, the 3 islands with key-coded levers, where you will keep coming back to it to open new areas. Hell Beneath lacks something like that.
Perfect Hatred has heavy focus on platforming and running on damaging floors. Hell Beneath lacks that.
Perfect Hatred LOVES to use beefy monsters, especially Cacodemons, to limit player's retreat. In contrast, pretty much all monsters in Hell Beneath are relatively weak, except for like, one Baron? There are some demons, but they're designed so you can easily pick them off from a distance, while in PH you WILL get boxed in at some point.
Finally, Perfect Hatred is based entirely around giant cave areas, while Hell Beneath is based around almost claustrophobic, tiny outdoors hell castle.

I just don't get what are the big similarities. Am I missing something here?

>> No.4818890

>>4818881
OH! Obviously, duh. Thank you!

>> No.4818930

>>4818874
>>4818875
> grab nade
> punch dude
> flick wrist to drop nade at their feet
or if it's a sticky grenade, just give them a slap in the face with it

>> No.4818931

>>4818879

And DSNOWAY.

>> No.4818949

>>4818448
Square is the Duke Nukem to Chex Warrior's Doomguy.

>> No.4818980

>>4818742
I'm not short, dammit.

>> No.4818987

>>4818980
compact fuck

>> No.4818998

>>4818980
I bet you can wear shorts like regular pants.

>> No.4819006

>>4814363
I've only ever really gotten heavily into gameplay mods for Doom. I want to play some more wegawads and level packs.

What are some megawads and level packs that really feel like they've created/built entire WORLDS? They can be atmosphere heavy or totally redesign everything or use tons of original assets or they can be exactly like the feel and look of the original game. Doesn't matter. I'm just looking for some well made and interesting settings that are fun and/or impressive to experience.

OBVIOUSLY I MEAN STUFF OTHER THAN WHAT'S IN THE OP PIC.

>> No.4819014

>>4818980
look at this flower pot tarzan

>> No.4819028

>>4818854

https://zdoom.org/wiki/Ladder#The_Slimeinator.27s_Way

>> No.4819091
File: 1.41 MB, 1920x1080, Screenshot_Doom_20180603_202123.png [View same] [iqdb] [saucenao] [google]
4819091

>> No.4819098

>>4818931
Huh, I genuinely didn't know this sound existed. It's identical to DSOOF, too.
Thanks, that saved me a lot of pain!

>> No.4819103
File: 1.30 MB, 1920x1080, Screenshot_Heretic_20180604_171648.png [View same] [iqdb] [saucenao] [google]
4819103

>> No.4819105

>>4819091
another day another set of blurry-ass pictures set in E2M8

>> No.4819120

>>4819091
well, how do you expect to dodge rockets without your glasses?

>> No.4819169
File: 1020 KB, 1920x1080, Screenshot_Chex_20180511_141130.png [View same] [iqdb] [saucenao] [google]
4819169

>> No.4819172
File: 2.91 MB, 1920x1080, Screenshot_Chex_20180604_172250.png [View same] [iqdb] [saucenao] [google]
4819172

>> No.4819183

>>4818874
> exoskele gloves
wew

>> No.4819213

Okay, question.
I want to replace player sprites, but the regular method of simply having sprites named the same as the ones in the IWAD doesn't work. Do I need to create a new player class to be able to have custom sprites?

>> No.4819218

>>4819213

It should work, unless you're using a custom skin.
But yes, you can create a new player class that's essentially a clone of Doomguy but with different sprites/sounds, though that'll limit your mod to Decorate-based ports. But if you primarily use a Decorate-based port then it's not really a problem.

>> No.4819224
File: 5 KB, 56x57, B0re.png [View same] [iqdb] [saucenao] [google]
4819224

How can I make a piercing bullet without using +RIPPER nor A_SpawnProjectile that keeps angle and pitch constant after every hit?

>> No.4819247

>>4819014
why I keked at this like a retard

>> No.4819253

>>4819218
Well, it should work but it doesn't.

Can anyone take a look at my wad and tell me what I'm doing wrong?

https://www.dropbox.com/s/yshheqidonfmae8/FemPlayerWIP.wad?dl=0

I'd look it up but for some reason, I can't find any tutorials about changing player sprites and stuff. Weapons sure, maps sure, but no player sprites.

>> No.4819295

>>4819253

Oh, the problem's simple. Actor sprites need to be between the S_START and S_END marker, and yours aren't.
It's a pretty common mistake, because it's not really that clear that you need to do that.

>> No.4819332
File: 2.52 MB, 640x360, 499 EXPLOSIVE ASS PUNCHES.webm [View same] [iqdb] [saucenao] [google]
4819332

>>4814363

>> No.4819352

>>4819295
Oh, okay! Thank you! That did it!

This is literally my first mod ever, I'm mostly doing it as a warmup for a bigger mod I'm doing at the same time.

>> No.4819424

>>4818874
That sounds fantastic. I think another cool bit would be the option to just drop a grenade at your feet. It seems dumb, sure, but imagine the option to flee down a hall, and just casually drop a 'nade, count to three, then hear the screams and gibbing of those tailing you. would be fun for elevators and cliffs with nothing good to bounce off of. Just an idea.

>> No.4819426

>>4819352
I wish you luck!

>> No.4819453 [DELETED] 
File: 41 KB, 381x353, 1527904965845.png [View same] [iqdb] [saucenao] [google]
4819453

Hey there my fellow brutal doomers! As the doom guy would say: GO FUCK YOURSELF! Haha, stay BRUTAL my dudes! \m/

>> No.4819462

>>4819453
>>>/v/

>> No.4819463

>>4818064
>>4818064
Based lighting poster

>> No.4819474

Who /shadesofdoom/ here? Having all this enemy variety is pretty nice. I'm liking it.

>> No.4819502

>>4814380
honestly the brutal doom hate has been the most overblown thing ever lately. It's not even that popular now, like shut the fuck up and don't play it

>> No.4819515

>>4819006
Ancient Aliens

>> No.4819531

>>4819424
I think that would require one extra key too many anon. Besides, some other throwable/deployable item like a proximity mine would be better in that situation.

>> No.4819546
File: 1.44 MB, 900x950, 1387670963580.png [View same] [iqdb] [saucenao] [google]
4819546

Who is the girl in this picture?

>> No.4819556
File: 663 KB, 1800x1776, 1464306333611.jpg [View same] [iqdb] [saucenao] [google]
4819556

>>4819546
Back off she's D'sparil's GF.

>> No.4819557

>>4819556
The impure harlot!

>> No.4819567
File: 64 KB, 165x165, what.png [View same] [iqdb] [saucenao] [google]
4819567

>>4819546
I found Waldo!

>> No.4819573

>>4819567
why is he black

>> No.4819609
File: 293 KB, 589x445, Remusu.png [View same] [iqdb] [saucenao] [google]
4819609

>>4819546
>>4819556

That's a dude.
Remusu from Guin Saga.

>> No.4819615

>>4819609
>WOW THIS ANIME GIRL IS CUTE
>that's a guy

god damn it, every time

>> No.4819618

>>4819615
what have we learned today, anon?

>> No.4819620
File: 843 KB, 1920x1080, Screenshot_Chex_20180604_172419.png [View same] [iqdb] [saucenao] [google]
4819620

>> No.4819624

Man Square Episode 2 was great. Can't wait for Episode 3. Especially because of that fucking cliffhanger.
I wonder what the level themes will end up being this time...

>> No.4819640

>>4819618
that traps are the new monstergirls

>> No.4819671
File: 1.14 MB, 240x200, 1522635151526.gif [View same] [iqdb] [saucenao] [google]
4819671

>>4814363
want to download shotgun frenzy for doom
>To download sfrenzy13_final.pk3 you must first log in. If you do not have an account you can create one for free

where do I download shotgun frenzy because the link on the wadaholics website no longer has it

>> No.4819675

>>4819546
>>4819556
>>4819609
I see D'sparil is a man of taste.

>> No.4819684
File: 487 KB, 666x666, 1527878063512.png [View same] [iqdb] [saucenao] [google]
4819684

I'm installing Witchaven.

>> No.4819698

>>4819684
DOS or WitchavenGDX

>> No.4819703

>>4819698
DOS. I didn't know there was a source port of it.

>> No.4819742

>>4818846

I AM TUROK !

>> No.4819765

>>4815315
For a moment you got my hopes up this was some Spheda-style shit.

>> No.4819775

does anybody have that pic from that MS paint comic with the cacodemon being pet with the :3 face?
thanks

>> No.4819784

>>4819502
Still not as overblown as its praise

>> No.4819805

>>4819671
maybe try TSPG

>> No.4819835 [SPOILER] 
File: 19 KB, 338x314, 1528193502997.jpg [View same] [iqdb] [saucenao] [google]
4819835

>> No.4819847

>>4819835
delet

>> No.4819848
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google]
4819848

>>4819835

>> No.4819851

>>4819784
Its a meme to hate bd this much

>> No.4819881

>>4819835
aaa lmao

>> No.4819902
File: 136 KB, 250x250, 27d.gif [View same] [iqdb] [saucenao] [google]
4819902

>> No.4819913

>Spidermastermind in Metadoom gets revamped sprites
Holy shit.

>> No.4819950
File: 291 KB, 1280x1280, usain bolt fighting a bull thats riding a segway on facing worlds.jpg [View same] [iqdb] [saucenao] [google]
4819950

>>4819902

>> No.4819956

>>4819902
I JUST SLAUGHTERED THAT GUY

>> No.4819962

>>4819902
>Die bitch

>> No.4819994

>>4819835
why does he have a boner?

>> No.4820020

I've been enjoying Douk 3D on my switch.

Unfortunately it's a port of the Vita port of the psp port of eduke32. So it's ancient as fuck build. It doesn't have the cool polymyost 3D+fancy lighting renderer and no user maps ;__;

Id love a more recent build to be ported.

>> No.4820160

is it possible to delete a sector but not the linedefs that make it?

can I close linedefs without creating a sector?

>> No.4820179

https://twitter.com/yuki_the_kat/status/1003904154039771137

>> No.4820185

>>4820179
That lighting really reminds me of Unreal

>> No.4820230

>>4819902
I wonder if I can make that in gzdoom

>> No.4820249

>>4820160
Look up "self referencing sectors"
Probably what you're looking for. Otherwise I have no idea what you're trying to achieve.

>> No.4820270

>>4820249

I need to use a circle's linedefs as vectors for a moving floor, of course there is something inside the circle that I don't want to be touched by the circle sector

>> No.4820313

>>4820270
Not sure what you mean by vectors. A linedef is a type of vector...

If you mean you want a middle texture that rises make the sector donut shaped with normals pointing in, and sink it into the floor (or ceiling). Use a dummy sector to control height so the floor doesn't rise above or sink below the actual floor or ceiling.

If you mean something else, maybe draw a picture.

>> No.4820320

>>4820230
Does GZDoom take UMX music?

>> No.4820334

>>4820320
no, but it'll happily take the tracker file stored in there

>> No.4820340

>>4819006
There's a shitton of stuff in OP. Did you really try everything from there?

>> No.4820368

>>4819006
Doom 2 Reloaded
Strange Aeons
Epic

>> No.4820372

>>4818718
I just played through UAC Ultra with it a week ago. Just download the beta, it works with the newest GZDoom on my PC

>> No.4820383

>>4818887
The exact relation between E4M1, E4M2, E4M4 and E4M6 is a very difficult question. Currently I am unable to put a finger at the exact thing Romero borrowed for his subsequent mappings from E4M1 specifically.

>> No.4820394

>>4820383
However, so far I have a more or less okay, in my opinion, understanding of what E4M1 specifically was going for (making the player to turn a blind eye to the blatant mapping fuckup in tge centerpiece room by inciting self-doubt in him), and I have a more or less definite hypothesis as on from what angle Romero's levels should be interpreted from. So that's a start. I still have a lot of questions about those two (Romero and McGee) however, and the exact relation between E4M1 and E4M2 is only one of them.

>> No.4820396

>>4820394
>to the INTENTIONAL blatant mapping fuckup

>> No.4820403

>>4820394
Also, on a not really all that related a note, I am kind of very much interested in learning who REALLY did Quake's E2M7: UnderEarth (meaning: the exact extent of Willits' sister's involvement, if any).

>> No.4820406
File: 72 KB, 447x298, scythe 2 map03.jpg [View same] [iqdb] [saucenao] [google]
4820406

>> No.4820417

>>4820396
i agree with your questioning. what do you think he meant by that?

>> No.4820438

why does /vr/ hate retro videogames and use it as an excuse for their personality cult?

>> No.4820446

Everytime i start up Quakespasm and try to start a new game it always crashes. Here's how my directory looks, did i set this up well? I followed the guide the best i could.

>> No.4820449
File: 114 KB, 628x566, directory.jpg [View same] [iqdb] [saucenao] [google]
4820449

>>4820446
Here's the pic

>> No.4820463

>>4820438
Are you confusing /vr/ with /v/?

>> No.4820470

>>4819805
>TSPG

what

>> No.4820485

>>4820449
I think you should click on Quakespasm-sdl12.

>> No.4820486

>>4820449
>>4820446
pls respond

>> No.4820516

>>4820463
No.

>> No.4820532

>>4820394
What mapping fuckup? What's wrong with the map?

>> No.4820547
File: 940 KB, 1600x1200, 1376362290477.gif [View same] [iqdb] [saucenao] [google]
4820547

Just had an idea for a nice map or megawad project (probably better as a single map) where we start off with an empty residential area (no houses at first) and each mapper picks a spot on the map and puts their house on it.

Simply put, multiple "MYHOUSE.wads" next to eachother in one level, like a town.
It'd be a /vr/doom/ town!

>> No.4820551

>>4820547
What about a small town hub map with some vacant lots that have portals that lead into the maps? Kinda like the DUMP hub maps.

>> No.4820553
File: 33 KB, 508x532, 1527661587917.jpg [View same] [iqdb] [saucenao] [google]
4820553

Smooth Doom, Beautiful Doom, or Metadoom?

>> No.4820556

>>4820551
Yes

>> No.4820569

>>4820547
more people should do images like this
doom confirmed art

>> No.4820572

>>4820547
dibs on the shitty looking abandoned house way off yonder that nobody wants to touch

>> No.4820575

>>4820553
smooth doom
the other two introduce radical gimmicks or a bunch of bullshit, while smooth generally keeps it the way it was meant to be played and just improves what was already there

>> No.4820581

>>4820575
Beautiful isn't that radical. And you can just enable "Vanilla Guns"

>> No.4820585

>>4820553
Smooth Doom + pk sound

>> No.4820586

>>4820553
one of these is not like the others

>> No.4820587

>>4820581
yeah but all that colorized and remapped shit is unecessary

>> No.4820604
File: 15 KB, 815x269, tspg.png [View same] [iqdb] [saucenao] [google]
4820604

>>4820470
Anon, I...

>> No.4820650

>>4820585
pk sound?
is that the same as the remasterSFX pack?

>> No.4820669

>>4820438
no idea what you're talking about.

>> No.4820674

So, the latest P. MSX (or rather the Beta) does work with the latest GZDoom and i liked it so far
I like how the same energy that can fuel your punch (the one that breaks the shield) can also fuel some stronger jumps

>> No.4820676

>>4820650
perkristian sound mod

>> No.4820678

>>4820532
The way I understand it, the way spawning additional monsters into level works in Doom is something like that. Suppose you want the monsters to spawn somewhere out of the thin air once the player makes a racket in a particular room. So, in that room you make a small window, you connect to that window a thin passageway whose only purpose is to lead sound from that room, and on the other end of that passageway you make a small room with monsters on one end and teleporter on the other. So the player gets into that room, shoots something, sound aggroes monsters, who then, walking towards the player, stumble upon the teleporter and teleport to wherever leveldesigner wants them to be. In order not to leave any un-aesthetical holes in the main part of the level, you cover up the window connecting the room the player is in to the sound-leading passageway with a texture so that it's indistinguishable from the rest of the way. The player is absolutely not meant to get either into the passageway or the room the monsters were in before teleporting, and the whole thing is basically a technicality due to vanilla Doom engine not allowing anything fancier than that.

Well. Hell Beneath uses that trick (which, by itself, is completely normal an what makes Doom Doom) in a very, very peculiar manner.

>> No.4820680

>>4820417
Currently, your guess is as good as mine.
>>4820678
>so that it's indistinguishable from the rest of the wall.

>> No.4820689

>>4820438
stop vagueposting and actually say something, you spineless bitch

>> No.4820708

>>4820604
thank you

I didn't get the abbreviation

>> No.4820745

>>4820485

he should be using quakespasm.exe, quakespasm-sdl12 uses the old sdl version

>>4820446
>>4820449
>>4820486

I don't really now, try installing:

.net framework 3.5 (includes .net 2.0 and 3.0)
.net framework 4.7 advanced services

>> No.4820758
File: 104 KB, 500x489, 1468001852209.jpg [View same] [iqdb] [saucenao] [google]
4820758

>>4818741
>term is black

>> No.4820763

>>4820547

I like this idea

>>4820551

I don't like this idea, the map would be a single house, I want to hang around autismburg

>> No.4820765

>>4820547
I can already see all those toilet sectors

>> No.4820776

>>4820547
>>4820763
>>4820765
If you make it on GZDoom then you can make the doors as static portals and make houses bigger on the inside, placing actual houses into isolated sectors of the map, easing up the strain on the systems from having all those sectors on at once.

That would also allow for smooth multi-floor buildings.

>> No.4820793

>>4820547
>revenant missiles are rockets instead
>baron projectiles are revenant missiles recolored green

It just bothers me a little.

>> No.4820796
File: 12 KB, 1510x796, d0870f7c245c114ff59deb438b5f88f6.png [View same] [iqdb] [saucenao] [google]
4820796

>>4820678
okay yeah i get that. wake monsters, then allow them to walk into a teleporter line. E4M1 does that 4 times:

1,2 - twice by the red key where you have a holding area which is barred off from the main playing zone, but the monsters in it wake up not by sound travel but upon your walking into their line of sight as you approach the red key.

3 - in the blue key room when you pick up the key a wall in the south opens. if you fire monsters in there will wake up and start teleporting around you. or if you stay quiet they will still see you on the way out.

4 - the north wall of the blue key room contains a similar setup except it is triggered by pressing on a torch and also opens the NIN symbol. if you walk onto the symbol the room closes itself off. this is actually a floor crusher, you can kill things with it including yourself.

which is/are the one/s you think is/are peculiar, and why?

>> No.4820801

>>4820793
they were well ahead of their time, nobody else noticed the revenant missiles were just drawn over baron missiles for years

>> No.4820805

>>4820801
>they were well ahead of their time
on that note it occurs to me chainsawing a spiderdemon wasn't possible until zdoom changed the way blockmaps and intercepts worked.

also those aren't barons, they're hellknights. but lets not get pedantic

>> No.4820816

I want to apologize for calling Hexen "not as fun as Doom" a few threads ago. At the time, I was only a few maps into my playthrough. By the time I finished all 5 episodes I realized it was just as good if not better.

>> No.4820820

>>4820816
Don't fret, I did the same thing when I did my first playthrough. Hexen is great, but it is not without its faults.

>> No.4820821

>>4820816
The first couple hubs are the worst because the level design is more cramped and you don't start with all your weapons so you have to use the weak start weapons a lot. Turns a lot of people off the game/

>> No.4820825

>>4820796
1 and 2. In the red key room they shoot you through the seemingly solid walls without having teleported.

>> No.4820867

what do you use to convert to md3 format?

>> No.4820880

>>4820867
Noesis and/or blender depending on what I'm converting from and whether I do any editing. Noesis does straight up conversions very well.

>> No.4820903

>>4814363
I want to fuck a cyberdemon!

>> No.4820909 [DELETED] 

>>4820903
You are everything wrong with these threads

>> No.4820915
File: 73 KB, 199x245, crack life.png [View same] [iqdb] [saucenao] [google]
4820915

>>4820903
You obviously can't penetrate his metal ass.

>> No.4820935

>>4820909
if fucking a cyberdemon is wrong then I don't want to be right.

>> No.4820936

>>4820903
Dude, same.

>> No.4820938

>>4820825
okay thanks for clarifying. it is certainly unorthodox but i would hesitate to call it a mapping fuckup.

>> No.4820940 [DELETED] 

>>4820935
Gross furry.

>> No.4820943 [DELETED] 

>>4820940
not an argument

>> No.4820946 [DELETED] 

>>4820943
not retro

>> No.4820948

>>4820940
am I a closet furry for playing doom by association?

>> No.4820950 [DELETED] 

>>4820948
Do you want to fuck the demons and are too beta to admit that h-doom is furshit?
Then yes.

>> No.4820951

>>4820903
>not wanting to get fucked by a cyberdemon
hand over your badge.

>> No.4820954

>>4820950
wrong, hdoom is a wholesome christian family game.

>> No.4820958 [DELETED] 

>>4820954
>monstergirls are not furry
see me after class, sinful boy.

>> No.4820982

the marathon pic in the general has been down for a while now, could somone reup it?

>> No.4820985 [DELETED] 

>monstergirls are furry
?

>> No.4820994 [DELETED] 

What's everyone's hate boner for Brutal Doom about?

>> No.4820996 [DELETED] 

>>4820994
It's too popular.

>> No.4821009 [DELETED] 

>>4820985
If it has any animal features, it's furry, and therefore degenerate.

>> No.4821012 [DELETED] 

>>4820985
>"monster"girls

>> No.4821015

>>4821009
degeneracy is in the eye of the beholder

>> No.4821017

>>4821009
Humans have mammalian features.

>> No.4821024

>>4820994
people unfamiliar with doom modding and classic doom in general find out about brutal doom and think this is peak doom or even worse, "doom the way it was meant to be played"
if there's an article or a video about old doom, there are hordes of people discussing brutal doom, gleefully clueless about the long and rich history of doom modding, for them only brutal doom is what's worth playing

>> No.4821026

>>4820994
>>4820996
why are you posting this every thread

>> No.4821027

>>4821026
For obvious reasons.

>> No.4821028

>>4821026
?

>> No.4821049
File: 53 KB, 1280x720, 1417938113077.jpg [View same] [iqdb] [saucenao] [google]
4821049

Is there a way I can extract the models out of the Anime Invasion Doom pk7 and make a new version? The mod has a class system which you pick after choosing a difficulty, and this fucks with a number of other mods. For instance if you can't use another mod that replaces doom guy because the stupid class system overrides it. You can sort of get it to work by console commanding in weapons, but it still fucks with sound effects and other things.

>> No.4821053

dont respond to mark

>> No.4821056
File: 1.88 MB, 480x264, 469.gif [View same] [iqdb] [saucenao] [google]
4821056

>>4821017
humans are animals

>> No.4821060

>>4820940
How is it furry if the Cyberdemon has bare naked skin, with no fur?

>> No.4821065

>>4821060
Naked mole rats have no fur. Is someone a fury if they dress as one?

>> No.4821069

>>4821065
If a furry dresses as a human, is that a reverse-fursona or a persona?

>> No.4821078

>>4821060
>bare naked skin
and a pair of seriously toned buttocks

>> No.4821080
File: 336 KB, 700x465, 1527832433499.png [View same] [iqdb] [saucenao] [google]
4821080

>>4815315
This Is one of the best wads ive played. cant wait to see more

>> No.4821098

>>4814363
>https://doomrpg.weebly.com/

This absolutely does not work for me. I followed the instructions and the file that it says is the emulator is just not even in there.

>> No.4821115
File: 1.89 MB, 640x480, Beautiful doom with tilt++.webm [View same] [iqdb] [saucenao] [google]
4821115

anyone interested in playing doom like this?

>> No.4821123

>>4821115
Tilt++ is gr8 m8, but why is your screen so murky?

>> No.4821142

Reminder that Romero said that Doom 2 is better than the first one.

>> No.4821153

>>4821115
I don't like huge HUDs, they make me feel like I'm piloting an aircraft

>> No.4821154
File: 56 KB, 700x525, 1527901943204.jpg [View same] [iqdb] [saucenao] [google]
4821154

>>4821142

>> No.4821157
File: 83 KB, 1024x676, 1526988370684m.jpg [View same] [iqdb] [saucenao] [google]
4821157

>>4821142
no

>> No.4821158

>>4821157
https://www.youtube.com/watch?v=p-KIS4Sk76c

>> No.4821164

>>4821123
It's a meme you dip

>> No.4821165

>>4821158
What did you want them to say in a trailer? "Doom 2 is basically the same game, but with new weapon, some more monsters, and shittier maps".

>> No.4821167

>>4821165
The point is that he said Doom 2 was better, period.

>> No.4821170

>>4821153
I like NC-HUD a lot, it's sleek and unobstructive, giving fullscreen with Doomguy's face.

Don't care for all that post processing and shit he's doing though.

>> No.4821171

>>4821167
That doesn't mean he believed it though.

>> No.4821172

>>4821167
He also said that Dai-Katana was going to be the best game ever.

>> No.4821187
File: 628 KB, 1920x1080, Screenshot_Hexen_20180605_224009.png [View same] [iqdb] [saucenao] [google]
4821187

I just started Hexen, now I'm stuck in this pit. These ledges are just barely too high to step up. Also, is Mage just as viable and fun as the other classes?

>> No.4821196

>>4821187
>I just started Hexen, now I'm stuck in this pit.
I don't remember what exactly that area is but it looks like it must be possible. Try running and jumping. Physics are different on ice and you tend to bounce off stuff.
>Also, is Mage just as viable and fun as the other classes?
He's easily the least fun IMO, although his wand can be used to cheese a lot of fights. His first 2 weapons are just so unsatisfying and weak though.

>> No.4821198
File: 254 KB, 500x665, 1524758759164.png [View same] [iqdb] [saucenao] [google]
4821198

>>4821158
* Super Shotgun sounds in the distance *

>> No.4821223

>>4821187
Hexen was made with jumping supported.

>> No.4821227

>>4821223
that mustve blown someones mind back when it was new
>"how do I get over this ledge??? maybe if I use the spacebar which, as gamers like myself know, is always used to activate stuff-WOAH WHAT THE FUCK"

>> No.4821231

>>4821196
You're not shit talking the Frost Shards are you? And what about the arc of death? Daedolon has some excellent weapons

>> No.4821237

>>4821223
Well shit. Now what am I gonna bind +use to?

>> No.4821248

>>4821167
>>4821142
ok

>> No.4821258

>>4821142
Hold on a second. Do people here think Doom II is worse than Doom? It's better.

>> No.4821264

>>4821231
The arc of death is awesome, I admit that. But the frost shards are terrible. They shoot in a wide radius, so they do very little damage to one monster at a time, and often miss. And even if you do hit monsters head-on, they'll still take longer to kill than with the fighter's second weapon.
Daedolon is a skinny virgin mage who starts with lame weapons, while Baratus the Chadly warrior only needs his fists to kill an Ettin in 3 hits

>> No.4821334

>FPS Smash Bros
>Bruiser Brothers as an Ice Climbers analog

>> No.4821352

>>4820553
Metadoom is not comparable to the other two, change it for Dead Marine.

>> No.4821356

>>4820547

Thats a really good idea anon

>> No.4821363

>>4821334
I want an id fighting game.

>> No.4821385

When's that big Combined Arms update coming out?

>> No.4821409

>>4821098
I thought the guy who did this said you needed Java

>> No.4821428
File: 1.21 MB, 499x377, EDkfa.gif [View same] [iqdb] [saucenao] [google]
4821428

>>4821385
Still plugging away. Not sure if I'll do anything with the archvile's behavior, like the lost soul they have a very specific job so I don't know what else I could add to the archie to keep things interesting but not make it bullshit.
Have what I did to the pain elemental though:

https://my.mixtape.moe/uwbpjt.webm

At this point I gotta get some sounds for the mastermind, and get the cyberdemon behavior in, and the monsters will be done, not touching the wolfenstein SS for this mod.
Then after that, add a few more crate weapons, get a "reload" in for the plakanomicon, and player sprites.

Ah fuck I just realized I gotta add some kinda "profile" thing for the class select screen too, nothing as elaborate as GMOTA, but I still want something nice.

>> No.4821456

>>4821428
I didn't know it was getting monster changes or classes. Did I miss a previous update? I've only got version 1.0 of it from the zdoom forum topic for it.

>> No.4821458

>>4821456
Nope, v1.1 is getting an extra weaponset, retooled crate weapons and some new ones (They're gonna be BFG tier weapons for all classes) and I'm offering a version with monsters.
I'll still have a weapons-only version for people too.

>> No.4821464

>>4821458
Oh, okay. That energy shotgun is really dope. I like how it has a different effect for hitting enemies, ceilings, floors, or walls. It does kind of make the normal shotgun useless once you get it though since the nailgun can extract cells from enemies and it can do so many different attacks with that alt fire to handle pretty much any situation. I still use the normal shotgun though. It has a really nice sound and tight spread. It's fun and feels good to use. The alt fire is fun too for one shotting pink demons. Will there be different damage types assigned in the next update? I like to use Brutal Doom Monsters Only with my weapon mods and plasma type damage on that energy shotgun would be nice.

>> No.4821470
File: 1.53 MB, 720x360, Caltrops caltropping caltrops.webm [View same] [iqdb] [saucenao] [google]
4821470

>>4821464
well the particle smasher, the energy shotgun, is gonna become a crate weapon and it's getting buffed in some ways because of it, the new SSG for the standard combined_arms set is a rivet shotgun that turns into caltrops.

Funny you mention damage types though, I was gonna do it for this update to add some unique custom death animations for the new monster replacements, but I'm gonna hold off on that until the next update. Though when I get around to adding custom damage types they'll be unqiue for Combined_Arms.

>> No.4821473
File: 12 KB, 104x49, PIZAB0.png [View same] [iqdb] [saucenao] [google]
4821473

Demonsteele, except all of Shihong's sounds are the pizza eating sound
>>>/wsg/2251424

>> No.4821478
File: 179 KB, 1143x860, 1526991207171.jpg [View same] [iqdb] [saucenao] [google]
4821478

>>4821470
Damn, that gun is crazy. I'm looking forward to it, it looks fun. New deaths from the damage types sounds good to me too. Good luck with your work man, I'm hyped for the update.

>> No.4821550

>>4821237
if you're using wasd for movement, you can just bind it do 'e'

>> No.4821567

>>4821237
I use space for use, right mouse for jump, and mouse button for item usage

>> No.4821572

>>4821187
With mage you can faceroll through the 95 percent of the game and its addon on any difficulty just holding down shoot button with his starting weapon. It basically becomes a first-person adventure about labyrinths and traps, rather than a shooter.

>> No.4821594

>>4814367

>>4820547
Looks like we're keen on making some sort of /vr/doom/ neighborhood wad

>> No.4821596

>>4814367
I found a (somewhat basic) recipe for Duke Nukem's Atomic Burgers

kaiser rolls (1 per burger)
2 1/4 pound burgers
jalapenos slices
2 slices of pepperjack cheese
4 strips of thick cut bacon
sriracha mayo

Cook the hambuger to your liking.
This is the fun part make the burgers.
Put bun,patty,cheese,jalapenos,bacon. Repeat.
You can add or take away just about anything you want.
Make it more or less spicy.

Lemme know if you like them if you make them

>> No.4821602
File: 1.29 MB, 1280x3966, So you want to Play some Marathon v1.png [View same] [iqdb] [saucenao] [google]
4821602

>>4820982
This one?

>> No.4821606

Who are you favourite id games characters? I'm including bots from Q3 and QC in that question.

>> No.4821608

>>4820793
You know, Complex Doom kinda has that.

>> No.4821615

>>4821606
Bones

>> No.4821618
File: 1.91 MB, 1600x900, shamby.png [View same] [iqdb] [saucenao] [google]
4821618

Things I like about Fearrific:
- Spooky sound effects
- Pitch-black darkness, flashlight
- Dynamic lighting effects
- Generally vastly improved atmosphere

Things I hate about Fearrific:
- All the Brutal Doom gameplay bullshit
- A million unnecessary additions
- Newest version not working at all for some reason I can't tell

Is it possible to get the former while giving up the latter? Are there any good mods or improvements that fix up dynamic lighting and bring back the dark and foreboding atmosphere I like about in Doom?

>> No.4821642

>>4821606
Ranger. Also Hunter and Anarki and Slash and Visor and basically everyone from Q3A, to be honest.

>> No.4821652

>>4821606
Q:C Visor

>> No.4821657

>>4821606
super turbo turkey puncher's turkey

>> No.4821658

>>4821652
Vodka Visor is great.

>> No.4821675

Are there any other level wads out similar in theme of Legacy of Heroes? Just got done with it and I'm still itching for more ancient castles and wizard towers.

>> No.4821685

Does protagonist of Powerslave have a name?

>> No.4821686

>>4821685

Jon.

>> No.4821689

>>4821227
Or just press F1 and see that there is a button to jump.

>> No.4821690

>Hear that Dissolution doesn't give you the SSG until really late into the wad, so wanted to try it out
>There's a shootable switch just outside the first room that reveals an SSG
Uh?

>> No.4821747

>>4821686
Thanks

>> No.4821754

reading some posts in zdoom's metadoom thread made me think: are there any mods or wads that try to adapt stuff from the doom novels?

>> No.4821787

>>4815315

>not naming it "goolf"

>> No.4821832

gibe doomu.wad please thanks

>> No.4821836

>>4821832
rename ultimate doom to doomu.wad
done

>> No.4821845

>>4821836
gibe ultimate doom please thanks

>> No.4821876
File: 6 KB, 159x201, gibe.gif [View same] [iqdb] [saucenao] [google]
4821876

>>4821845

>> No.4821917

>>4821690
Those damned shootable switches. They're so uncommon I always forget to try shooting switches. I remember playing one of the Memento Mori maps and getting stuck in a room after hitting a switch. I thought the map was broken but all I had to do was shoot a damn switch through the bars.

>> No.4821947

>>4821845
hi everyone check out my wads please! they took a lot of work to make!
http://wikisend.com/download/456858/smol.7z

>> No.4821959

>>4821947
the fuck is a wikisend

>> No.4822005
File: 57 KB, 621x646, m a g i c.jpg [View same] [iqdb] [saucenao] [google]
4822005

>>4821187
>>4821196
>>4821223
>>4821237
>>4821567
bind use to Tab and thank me later
bind automap to M (because its a map yknow)
go into automap controls and unbind "set mark"

bind toggle-run to Shift (and dont touch it until you need to walk slowly on a ledge)

bind toggle-crouch to Ctrl

>> No.4822012

even if the unreal girl didnt get to samsara, did term at least gave away the assets and code or did he deleted all of it?

>> No.4822020
File: 115 KB, 265x265, 1527895744483.png [View same] [iqdb] [saucenao] [google]
4822020

>>4821231
they're wowefully inefficient
Timon's axe can kill almost anything in 2 swings if not 3 and its faster and safer to use than frost shards. And it works even without mana just at lower damage so no need to change weapons.

Arc of death is highly random in terms of how much damage it does and it costs 5 green mana.

Hammer of Retribution only costs 3 and the damage is pretty reliable, and causes splash damage, and sometimes (read: usually) it can kill an ettin in 1 shot. Also it does as much damage as Timon's Axe up close without spending mana at all (slower, but that doesnt bother me).

Quietus causes a huge amount of explosive damage, its easier to aim than the bloodscourge, and because the fighter can conserve on mana alot more often (melee) he usually has more mana to spend on this cheaper slot4 weapon.

The only weapon Daedolon has which is worth a shit is the starter weapon, because killing 5 ettins at the same time who decided to line up with 5-8 shots is quite impressive. But its useless against centaurs except to slow down a horde.

>> No.4822028

>>4822020
>But its useless against centaurs except to slow down a horde.
Lolwut? It pierces through the shielded enemy without doing damage to it, but all the while doing damage to THOSE BEHIND that enemy. Even if the centaur closest to you is shielded, those behind it probably are not. You get the idea.
You can actually do the entire last level of the original campaign on the last difficulty using only that starter weapon.

>> No.4822029

>>4821606
Xaero, Grunt, Visor, Tank Jr, and Bones are the only dudes I played as in Q3.

In terms of QC, I really like Sorlag, and Galena. Galena is probably the most badass female, and yes I mean she's cooler than Hunter. And, I know this is heresy, but Galena is also hotter than Hunter

I would love to bite slash's entire body as well.

>> No.4822070

I want to make every monsters one-hit
Is there a better way than making an overpowered gun or replacing every single monster and changing their HP?

I don't know if there is something like 'global monster hp' hidden somewhere so I'm asking.

>> No.4822089
File: 333 KB, 1280x720, 2018060617523100-DB1426D1DFD034027CECDE9C2DD914B8.jpg [View same] [iqdb] [saucenao] [google]
4822089

Is this a bad end or really the end of doom? Whats going on?

>> No.4822098

Just wanna throw out some kudos to Xaser, his mods are the best reference I've ever seen.

>>4822089
The end of /doom/

>> No.4822101

>>4822089
You got the bad end. You must have killed the wrong baron first.

>> No.4822105

>>4822101
What the fuck is a baron

>> No.4822107
File: 57 KB, 351x454, 4055135-baron_of_hell-doom.jpg [View same] [iqdb] [saucenao] [google]
4822107

>>4822105
The two big demons you had to kill.

>> No.4822110
File: 642 KB, 1080x1920, Screenshot_20180606-181442.jpg [View same] [iqdb] [saucenao] [google]
4822110

>>4822107
Oh. Apparently it's supposed to end this way.

Does this Episode 1 Doom guy die in canon?

>> No.4822112

>>4822110
Yeah. How else was he supposed to get to hell?

>> No.4822119

>>4822112
by typing "idclev21" into the nearest computer console, duh

>> No.4822120

>>4822070
Just use the One Punch Man mod

>> No.4822152

>>4822110
>Does this Episode 1 Doom guy die in canon?
no. The end of E1 is just a "cliffhanger" ending where the Doomguy is clearly about to die and makes you wonder how he will get out of this mess.

>> No.4822170

>>4822110
>>4822152
He does die, actually. And he was sent to the afterlife after dying. But since that teleporter in the last level of E1 took him to hell, the Doomguy basically respawned in Hell.

>> No.4822175

>>4822170
>He does die
Source?

>> No.4822187

>>4821264
Frost shards are for close range combat. You have the Chad wand for sniping. Other than shards spreading a bit too fast and a bit too wide, I don't have much problems with it.

>> No.4822192

>>4822175
Logic.


I don't remember where I heard that actually, but it makes perfect sense.

>> No.4822198

>>4822192
>Logic.
So you have no source then. Good to know. Because logic tells me something else, that someone killed by demons wouldn't keep even a gun or his space marine armour, who would have thought?

>> No.4822202

>>4822187
yeah
having to frost an ettin 3 times to freeze dry it, using 9 mana in the process
having to frost a fire demon 2 times to freeze it

it doesnt do enough damage, its underbalanced
> remove some of the shards it emits, upgrade them to 2 dice of damage each

>> No.4822210

>>4822198
The Source is the game itself.
You die in the E1. You respwan
And you don't keep all of your weapons, you only have the basic armor and a pistol. And Doomguy does respawn in a UAC base that is already in the hell. So he could just get equipment from there.

>> No.4822217
File: 2.78 MB, 640x360, icy touch.webm [View same] [iqdb] [saucenao] [google]
4822217

>>4822202
except it double taps ettins and oneshots afrits just fine
if you actually touch them, you don't do the frost shards, you just hit them with a big wallop of damage

>> No.4822220

>>4822217
im well aware of that, but its dangerous to use because it doesnt stun them and you have to approach them carefully because it has such a large wind-up time

and you're still using 6 mana instead of 4 with the axe for the same damage, and it creates a statue that gets in your way too

most players arent going to use the melee for it anyway, because why, its cooler to see the shards and all the blue puffs made by it

>> No.4822243

>>4822220
yeah it's still worse than the axe, but it *does* hit the breakpoints
consider it compensation for the mage being able to point and click through the entire game with his wand :^)

(or just play hexercise and faceroll the game)

>> No.4822279

https://www.doomworld.com/forum/topic/100292-doom-64-project-missing-monsters-coming-to-life-soon-spider-mastermind-done-in-page-3/?page=3&tab=comments#comment-1885567
seems like drpyspy isn't the only one working on bringing the missing doom 64 monsters to life

>> No.4822318

>>4822279
Goddamn that's sweet. If we will be able to add these to maps I might get into doom 64 mapping.

>> No.4822339
File: 128 KB, 459x508, 1522286502640.png [View same] [iqdb] [saucenao] [google]
4822339

Is there a way to opt out gzdoom 3.3.0 data collecting?

I want to update but don't want to have data collecting

>> No.4822350

>>4822339
that ended ages ago m8

>> No.4822351

>>4822350
so no more data collecting?

I'm a bit nervous about this

>> No.4822352

>>4822339
The survey ended long ago.

>> No.4822354

>>4821690

I never knew that. Fuck. Shit.

>> No.4822360

>>4822351
OoOooOooOoO be careful anon, Graf is gonna watch you masturbate and send it to the illuminati!

>> No.4822361

>>4822360
so it's a no then

>> No.4822427
File: 115 KB, 600x500, duke-nukem[1].jpg [View same] [iqdb] [saucenao] [google]
4822427

BLOW IT OUT MY ASS

>> No.4822441
File: 1.21 MB, 640x2276, BLOW IT UP MA ASS.png [View same] [iqdb] [saucenao] [google]
4822441

>>4822427

>> No.4822474
File: 245 KB, 736x1043, 8eaea555e1813a15723fff8bc1c0227d.jpg [View same] [iqdb] [saucenao] [google]
4822474

>Chick Dickem will never blow it up your ass and cum down your neck

>> No.4822498
File: 789 KB, 922x1098, 1526396087478.png [View same] [iqdb] [saucenao] [google]
4822498

>>4822441
I fucking love this shit

>> No.4822548

>>4822339
yeah, download gzdoom 3.3.1

>> No.4822551

>>4822360
>Graf is gonna watch you masturbate
this just makes me fap harder

>> No.4822667

>>4818436
>that video
i love this guy

>> No.4822689
File: 733 KB, 1920x1080, Screenshot_Doom_20180606_220147.png [View same] [iqdb] [saucenao] [google]
4822689

What a dickish map.

>> No.4822775

>>4821409
There's a file in the download that says to click on a certain file that it says is the emulator, but that file is not even included in the download.

>> No.4822850

New thread.

>>4822846
>>4822846
>>4822846